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

Abandon Hope
X1B
Sorcery
As an additional cost to cast Abandon Hope, discard X cards.

Look at target opponent's hand and choose X cards from it. That player discards those cards.

Abandoned Outpost

Land
Abandoned Outpost enters the battlefield tapped.

{TAP}: Add {W} to your mana pool.

{TAP}, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.

Abattoir Ghoul
3B
Creature - Zombie
(3/2)
First strike

Whenever a creature dealt damage by Abattoir Ghoul this turn dies, you gain life equal to that creature's toughness.

Note:
2011-09-22 - You'll gain life equal to the creature's last known toughness before it died. For example, if Abattoir Ghoul deals 3 first-strike damage to a 7/7 creature and then you give the creature -5/-5 before the regular combat damage step, you'll gain 2 life.

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

Abbey Griffin
3W
Creature - Griffin
(2/2)
Flying, vigilance

Abbey Matron
2W
Creature - Human Cleric
(1/3)
{W}, {TAP}: Abbey Matron gets +0/+3 until end of turn.

Abduction
2UU
Enchantment - Aura
Enchant creature

When Abduction enters the battlefield, untap enchanted creature.

You control enchanted creature.

When enchanted creature dies, return that card to the battlefield under its owner's control.

Note:
2009-10-01 - Abduction may be cast targeting an untapped creature.

Abeyance
1W
Instant
Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities.

Draw a card.

Note:
2004-10-04 - Abeyance prohibits activated abilities of cards which are not on the battlefield.
2004-10-04 - Abeyance never prevents mana abilities from being activated.
2004-10-04 - Abeyance does not affect abilities which are not activated, such as static abilities and triggered abilities. It also doesn't stop the declaration of attackers or blockers.
2008-08-01 - This can't be used as a counterspell. It will have no effect on spells which were on the stack when it was cast, nor on those cast in response to it.

Abhorrent Overlord
5BB
Creature - Demon
(6/6)
Flying

When Abhorrent Overlord enters the battlefield, put a number of 1/1 black Harpy creature tokens with flying onto the battlefield equal to your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)

At the beginning of your upkeep, sacrifice a creature.

Note:
2013-09-15 - Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
2013-09-15 - Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
2013-09-15 - Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
2013-09-15 - If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.

Abjure
U
Instant
As an additional cost to cast Abjure, sacrifice a blue permanent.

Counter target spell.

Note:
2009-10-01 - You can't sacrifice more than one permanent.

Abolish
1WW
Instant
You may discard a Plains card rather than pay Abolish's mana cost.

Destroy target artifact or enchantment.

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

Note:
2004-10-04 - The color of the blocking/blocked creature is checked only at declaration of the block. If the creature is green or white at that time, it will be destroyed at end of combat even if it changes color before combat ends.

Abomination of Gudul
3BGU
Creature - Horror
(3/4)
Flying

Whenever Abomination of Gudul deals combat damage to a player, you may draw a card. If you do, discard a card.

Morph {2}{B}{G}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2014-09-20 - Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
2014-09-20 - The face-down spell has no mana cost and has a converted mana cost of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
2014-09-20 - When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the creature can still grant it any of these characteristics.
2014-09-20 - Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
2014-09-20 - Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
2014-09-20 - A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
2014-09-20 - At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
2014-09-20 - You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
2014-09-20 - If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

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

Note:
2008-10-01 - Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if a permanent with "cumulative upkeep {1}" has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent.

Aboshan's Desire
U
Enchantment - Aura
Enchant creature

Enchanted creature has flying.

Threshold - Enchanted creature has shroud as long as seven or more cards are in your graveyard. (It can't be the target of spells or abilities.)

Aboshan, Cephalid Emperor
4UU
Legendary Creature - Cephalid
(3/3)
Tap an untapped Cephalid you control: Tap target permanent.

{U}{U}{U}: Tap all creatures without flying.

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

Note:
2005-11-01 - Note that the wording "Effects that alter the creature's power alter its toughness instead, and vice versa, this turn" has been removed.
2013-04-15 - Effects that switch power and toughness apply after all other effects that change power and/or toughness, regardless of which effect was created first.
2013-04-15 - Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

Abrupt Decay
BG
Instant
Abrupt Decay can't be countered by spells or abilities.

Destroy target nonland permanent with converted mana cost 3 or less.

Note:
2012-10-01 - The converted mana cost of a creature token is 0, unless that token is a copy of another creature, in which case it copies that creature's mana cost.
2012-10-01 - If the permanent has {X} in its mana cost, X is 0.

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

Note:
2004-10-04 - This affects all creatures, not just your own.

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

Note:
2004-10-04 - This affects all creatures, not just your own.

Absolver Thrull
3W
Creature - Thrull Cleric
(2/3)
Haunt (When this creature dies, exile it haunting target creature.)

When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.

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

Note:
2004-10-04 - If cast targeting a spell that can't be countered, the life gain still happens, but that spell is not countered.

Absorb Vis
6B
Sorcery
Target player loses 4 life and you gain 4 life.

Basic landcycling {1}{B} ({1}{B}, Discard this card: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.)

Note:
2009-02-01 - Unlike the normal cycling ability, basic landcycling doesn't allow you to draw a card. Instead, it lets you search your library for a basic land card. You don't choose the type of basic land card you'll find until you're performing the search. After you choose a basic land card in your library, you reveal it, put it into your hand, then shuffle your library.
2009-02-01 - Basic landcycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being basic landcycled. Any ability that stops a cycling ability from being activated also stops a basic landcycling ability from being activated.
2009-02-01 - Basic landcycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with basic landcycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
2009-02-01 - You can choose not to find a basic land card, even if there is one in your library.

Abu Ja'far
W
Creature - Human
(0/1)
When Abu Ja'far dies, destroy all creatures blocking or blocked by it. They can't be regenerated.

Abuna Acolyte
1W
Creature - Cat Cleric
(1/1)
{TAP}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

{TAP}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

Abuna's Chant
3W
Instant
Choose one -

You gain 5 life.

Prevent the next 5 damage that would be dealt to target creature this turn.

Entwine {2} (Choose both if you pay the entwine cost.)

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

Note:
2004-10-04 - This replacement effect replaces the draw, so nothing that triggers on a draw will trigger.
2004-10-04 - If you use this on a multi-card draw, each replaced draw is handled separately. In other words, you reveal and then put on the bottom of the library for the first card, then do the same for the second, and so on. In a multi-card draw you do not have to choose how many of those draws will be replaced before you do any drawing or use of this card.
2004-10-04 - If no card of the chosen type is found before your library empties, you don't get a card, but you do get to order all the cards in your library any way you choose.
2007-07-15 - If your library is empty, Abundance can prevent you from losing the game for being unable to draw a card. If an effect or turn-based action would cause you to draw a card, you can replace that draw with Abundance's replacement effect. (It doesn't matter that you'd be unable to actually draw a card.) Since Abundance's effect has you put a card into your hand instead of drawing a card, you'll never be forced to draw a card with an empty library.

Abundant Growth
G
Enchantment - Aura
Enchant land

When Abundant Growth enters the battlefield, draw a card.

Enchanted land has "{TAP}: Add one mana of any color to your mana pool."

Note:
2012-05-01 - The land retains any other abilities it has.

Abyssal Gatekeeper
1B
Creature - Horror
(1/1)
When Abyssal Gatekeeper dies, each player sacrifices a creature.

Note:
2004-10-04 - The "sacrifice a creature" effect is not targeted. It can affect creatures with protection from black, for example.
2008-04-01 - The player whose turn it is chooses a creature to sacrifice, then each other player in turn order chooses a creature to sacrifice, then all chosen creatures are sacrificed at the same time.

Abyssal Horror
4BB
Creature - Horror
(2/2)
Flying

When Abyssal Horror enters the battlefield, target player discards two cards.

Abyssal Hunter
3B
Creature - Human Assassin
(1/1)
{B}, {TAP}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter's power to that creature.

Note:
2004-10-04 - The ability can target an already tapped creature.

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

Note:
2013-04-15 - An ability that triggers when something "attacks and isn't blocked" triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.

Abyssal Nocturnus
1BB
Creature - Horror
(2/2)
Whenever an opponent discards a card, Abyssal Nocturnus gets +2/+2 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)

Note:
2006-02-01 - If your opponent discards any cards during his or her cleanup step to get down to the maximum hand size, the ability will trigger and players will receive priority. After that cleanup step ends, a new one will begin and Abyssal Nocturnus's effect will end. It won't carry over into the next turn.
2006-02-01 - If your opponent discards multiple cards to a single effect, this will trigger multiple times.

Abyssal Persecutor
2BB
Creature - Demon
(6/6)
Flying, trample

You can't win the game and your opponents can't lose the game.

Note:
2010-03-01 - No game effect can cause you to win the game or cause any opponent to lose the game while you control Abyssal Persecutor. It doesn't matter whether an opponent has 0 or less life, an opponent is forced to draw a card while his or her library is empty, an opponent has ten or more poison counters, an opponent is dealt combat damage by Phage the Untouchable, you control Felidar Sovereign and have 40 or more life, or so on. You keep playing.
2010-03-01 - Other circumstances can still cause an opponent to lose the game, however. An opponent will lose a game if he or she concedes, if that player is penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if that player's _Magic Online_(R) game clock runs out of time.
2010-03-01 - Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Abyssal Persecutor.
2010-03-01 - Abyssal Persecutor won't preclude an opponent's life total from reaching 0 or less. It will just preclude that player from losing the game as a result.
2010-03-01 - If Abyssal Persecutor leaves the battlefield while an opponent has 0 or less life, that opponent will lose the game as a state-based action. No player can respond between the time Abyssal Persecutor leaves the battlefield and the time that player loses the game.
2010-03-01 - Even though your opponents can't lose the game, a player can't pay an amount of life that's greater than his or her life total. If a player's life total is 0 or less, that player can't pay life at all, with one exception: a player may always pay 0 life.
2010-03-01 - If you control Abyssal Persecutor in a Two-Headed Giant game, your team can't win the game and the opposing team can't lose the game.

Abyssal Specter
2BB
Creature - Specter
(2/3)
Flying

Whenever Abyssal Specter deals damage to a player, that player discards a card.

Abzan Ascendancy
WBG
Enchantment
When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control.

Whenever a nontoken creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.

Abzan Banner
3
Artifact
{TAP}: Add {W}, {B}, or {G} to your mana pool.

{W}{B}{G}, {TAP}, Sacrifice Abzan Banner: Draw a card.

Abzan Battle Priest
3W
Creature - Human Cleric
(3/2)
Outlast {W} ({W}, {TAP}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has lifelink.

Note:
2014-09-20 - The cost to activate a creature's outlast ability includes the tap symbol ({T}). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
2014-09-20 - Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.

Abzan Charm
WBG
Instant
Choose one -

Exile target creature with power 3 or greater.

You draw two cards and you lose 2 life.

Distribute two +1/+1 counters among one or two target creatures.

Note:
2014-09-20 - If you choose the third mode, you choose how the counters will be distributed as you cast the spell. Notably, if you choose to put one +1/+1 counter on each of two target creatures, and one of those creatures becomes an illegal target in response, the +1/+1 counter that would have been put on that creature is lost. It can't be put on the remaining legal target.

Abzan Falconer
2W
Creature - Human Soldier
(2/3)
Outlast {W} ({W}, {TAP}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has flying.

Note:
2014-09-20 - The cost to activate a creature's outlast ability includes the tap symbol ({T}). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
2014-09-20 - Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.

Abzan Guide
3WBG
Creature - Human Warrior
(4/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Morph {2}{W}{B}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2014-09-20 - Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
2014-09-20 - The face-down spell has no mana cost and has a converted mana cost of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
2014-09-20 - When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the creature can still grant it any of these characteristics.
2014-09-20 - Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
2014-09-20 - Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
2014-09-20 - A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
2014-09-20 - At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
2014-09-20 - You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
2014-09-20 - If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

Academy Elite
3U
Creature - Human Wizard
(0/0)
Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.

{2}{U}, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.

Academy Raider
2R
Creature - Human Warrior
(1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Whenever Academy Raider deals combat damage to a player, you may discard a card. If you do, draw a card.

Note:
2013-07-01 - The triggered ability triggers just once each time Academy Raider deals combat damage to a player, regardless of how much damage it deals.

Academy Rector
3W
Creature - Human Cleric
(1/2)
When Academy Rector dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle your library.

Note:
2004-10-04 - You do not have to find an enchantment card if you do not want to, even if you have one in your library.
2005-08-01 - An enchantment card is any Enchantment card, including Auras.

Academy Researchers
1UU
Creature - Human Wizard
(2/2)
When Academy Researchers enters the battlefield, you may put an Aura card from your hand onto the battlefield attached to Academy Researchers.

Note:
2007-07-15 - You can't put an Aura card from your hand onto the battlefield this way if that Aura can't legally enchant Academy Researchers. For example, you can't put an Aura with "enchant land" or "enchant green creature" onto the battlefield attached to Academy Researchers (unless Academy Researchers somehow turned into a land or a green creature before the ability resolved).

Academy Ruins

Legendary Land
{TAP}: Add {1} to your mana pool.

{1}{U}, {TAP}: Put target artifact card from your graveyard on top of your library.

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

Draw a card.

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

Acceptable Losses
3R
Sorcery
As an additional cost to cast Acceptable Losses, discard a card at random.

Acceptable Losses deals 5 damage to target creature.

Accorder Paladin
1W
Creature - Human Knight
(3/1)
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)

Accorder's Shield
0
Artifact - Equipment
Equipped creature gets +0/+3 and has vigilance. (Attacking doesn't cause it to tap.)

Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

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

Note:
2004-10-04 - The count does not include the card that is currently resolving. The card does not go to the graveyard until after it is done resolving.

Accursed Centaur
B
Creature - Zombie Centaur
(2/2)
When Accursed Centaur enters the battlefield, sacrifice a creature.

Note:
2004-10-04 - If Accursed Centaur is the only creature on the battlefield, you must sacrifice it.

Accursed Spirit
3B
Creature - Spirit
(3/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Acid Rain
3U
Sorcery
Destroy all Forests.

Acid Web Spider
3GG
Creature - Spider
(3/5)
Reach

When Acid Web Spider enters the battlefield, you may destroy target Equipment.

Acidic Dagger
4
Artifact
{4}, {TAP}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves the battlefield this turn, sacrifice Acidic Dagger. Activate this ability only before blockers are declared.

Note:
2004-10-04 - Acidic Dagger does not affect the creature if all damage is prevented or redirected.
2013-09-20 - If a turn has multiple combat phases, the ability can only be activated before the beginning of the Declare Blockers Step of the first combat phase in that turn.

Acidic Slime
3GG
Creature - Ooze
(2/2)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.

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

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

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

Note:
2004-10-04 - This counts the lands on resolution.

Acolyte of Xathrid
B
Creature - Human Cleric
(0/1)
{1}{B}, {TAP}: Target player loses 1 life.

Acolyte's Reward
1W
Instant
Prevent the next X damage that would be dealt to target creature this turn, where X is your devotion to white. If damage is prevented this way, Acolyte's Reward deals that much damage to target creature or player. (Each {W} in the mana costs of permanents you control counts toward your devotion to white.)

Note:
2013-09-15 - Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
2013-09-15 - Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
2013-09-15 - Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
2013-09-15 - If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
2014-02-01 - Acolyte's Reward has two targets: the creature that would be dealt damage and the creature or player that Acolyte's Reward will deal damage to. These targets are chosen as you cast Acolyte's Reward.
2014-02-01 - The amount of damage the prevention shield will prevent is based on your devotion to white as Acolyte's Reward resolves. That amount won't change later in the turn, even if your devotion to white does.
2014-02-01 - You don't choose a source of damage. The prevention shield will apply to the next X damage that would be dealt to the first target, no matter where that damage comes from. It also doesn't matter whether the damage is dealt at the same time. For example, if the shield prevents the next 5 damage to the first target, and that creature would be dealt 3 damage by Lightning Strike, that 3 damage is prevented and Acolyte's Reward deals 3 damage to the second target. The prevention effect will still apply to the next 2 damage the first target would be dealt that turn.
2014-02-01 - The effect of Acolyte's Reward isn't a redirection effect. If it prevents damage, Acolyte's Reward (not the source of that damage) deals damage to the second target as part of that prevention effect. Acolyte's Reward is the source of the new damage, so the characteristics of the original source (such as its color or whether it had lifelink) don't apply. The new damage isn't combat damage, even if the prevented damage was. Since you control the source of the new damage, if the second target is an opponent, you may have Acolyte's Reward deal its damage to a planeswalker that opponent controls.
2014-02-01 - As Acolyte's Reward tries to resolve, if only the first target is illegal, Acolyte's Reward won't prevent any damage that would be dealt to that creature and, because of this, Acolyte's Reward won't deal damage to the second target. If only the second target is illegal, damage that would be dealt to the first target will be prevented, but Acolyte's Reward won't deal damage. If both targets are illegal, Acolyte's Reward will be countered.
2014-02-01 - After Acolyte's Reward resolves, it no longer matters whether either target is still legal. For example, if the second target is a creature controlled by an opponent, and it gains hexproof after Acolyte's Reward resolves but before it prevents damage, Acolyte's Reward will still deal damage to that creature. If Acolyte's Reward can't deal damage to the second target (perhaps because it's a creature that has left the battlefield), Acolyte's Reward will still prevent damage; it just won't deal any damage itself.
2014-02-01 - If Acolyte's Reward prevents damage, it deals its damage immediately afterward as part of that same prevention effect. This happens before state-based actions are performed, and before any player can cast spells or activate abilities. If the source of the original damage was a spell or ability, this happens before that spell or ability resumes its resolution.
2014-02-01 - If the amount of damage that would be dealt to the first target is in excess of the amount of damage that Acolyte's Reward would prevent, the source deals its excess damage to the first target at the same time that the rest of it is prevented. Then Acolyte's Reward deals its damage.
2014-02-01 - The damage will be dealt by Acolyte's Reward as it existed on the stack, not as it exists when the damage is dealt. That is, it's an instant spell that's dealing the damage, in case an ability cares about that (such as Satyr Firedancer's, which includes the phrase “Whenever an instant or sorcery spell you control deals damage to an opponent”).
2014-02-01 - If the first target would be dealt combat damage by multiple creatures, you choose which of that damage to prevent. (For example, if one of those creatures has deathtouch, you could choose to prevent the damage from that creature specifically.) You don't decide until the point at which the creatures would deal their damage.

Acorn Catapult
4
Artifact
{1}, {TAP}: Acorn Catapult deals 1 damage to target creature or player. That creature's controller or that player puts a 1/1 green Squirrel creature token onto the battlefield.

Note:
2011-09-22 - If the creature or player is an illegal target when the ability tries to resolve, it will be countered and none of its effects will happen. No Squirrel will be created.
2011-09-22 - If the ability resolves, but the damage is prevented or redirected, the targeted player or the controller of the targeted creature puts the Squirrel token onto the battlefield, regardless of how much damage was dealt or what the damage was ultimately dealt to.

Acorn Harvest
3G
Sorcery
Put two 1/1 green Squirrel creature tokens onto the battlefield.

Flashback-{1}{G}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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

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

Act of Aggression
3(P|R)(P|R)
Instant
(({P|R}) can be paid with either {R} or 2 life.)

Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn.

Note:
2011-06-01 - A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
2011-06-01 - To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
2011-06-01 - As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
2011-06-01 - If you're at 1 life or less, you can't pay 2 life.
2011-06-01 - Phyrexian mana is not a new color. Players can't add Phyrexian mana to their mana pools.
2011-06-01 - Act of Aggression can target any creature an opponent controls, even one that's untapped.
2011-06-01 - Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.

Act of Authority
1WW
Enchantment
When Act of Authority enters the battlefield, you may exile target artifact or enchantment.

At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of Act of Authority.

Note:
2013-10-17 - For either ability, if you are the only player who controls an artifact or enchantment, you must choose one of them as the target. However, you may choose to not exile it when the ability resolves.
2013-10-17 - If you choose to not exile a permanent with the second ability, you'll retain control of Act of Authority.

Act of Treason
2R
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.

Note:
2009-10-01 - Act of Treason can target any creature, even one that's untapped or one you already control.
2010-08-15 - Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
2013-07-01 - If you control a legendary creature and gain control of another legendary creature with the same name, you'll choose one to remain on the battlefield and put the other into its owner's graveyard.

Act on Impulse
2R
Sorcery
Exile the top three cards of your library. Until end of turn, you may play cards exiled this way. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)

Note:
2014-07-18 - The cards are exiled face up.
2014-07-18 - Playing a card this way follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if one of the cards is a creature card, you can cast that card only during your main phase while the stack is empty.
2014-07-18 - Under normal circumstances, you can play a land card exiled with Act on Impulse only if you haven't played a land yet that turn.
2014-07-18 - Any cards you don't play will remain exiled.

Active Volcano
R
Instant
Choose one -

Destroy target blue permanent.

Return target Island to its owner's hand.

Ad Nauseam
3BB
Instant
Reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. You may repeat this process any number of times.

Note:
2008-10-01 - Each time you put the revealed card into your hand and lose the appropriate amount of life, you decide whether to continue by revealing another card. In other words, you don't decide in advance how many cards to put into your hand this way.
2008-10-01 - You may continue to reveal cards with Ad Nauseam even if your life total has been reduced to 0 or less. If you continue, you will continue to lose life, dropping your life total into negative numbers. As soon as you stop, you'll lose the game as a state-based action.

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

Adaptive Automaton
3
Artifact Creature - Construct
(2/2)
As Adaptive Automaton enters the battlefield, choose a creature type.

Adaptive Automaton is the chosen type in addition to its other types.

Other creatures you control of the chosen type get +1/+1.

Note:
2011-09-22 - The choice of creature type is made as Adaptive Automaton enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
2011-09-22 - You must choose an existing _Magic_ creature type.
2011-09-22 - Even though Adaptive Automaton is a Construct, other Construct creatures you control won't get +1/+1 (unless you chose Construct as Adaptive Automaton entered the battlefield).

Adaptive Snapjaw
4G
Creature - Lizard Beast
(6/2)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Note:
2013-04-15 - When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
2013-04-15 - Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
2013-04-15 - If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
2013-04-15 - If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
2013-04-15 - If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
2013-04-15 - When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.

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

Adarkar Unicorn
1WW
Creature - Unicorn
(2/2)
{TAP}: Add {U} or {1}{U} to your mana pool. Spend this mana only to pay cumulative upkeep costs.

Adarkar Valkyrie
4WW
Snow Creature - Angel
(4/5)
Flying, vigilance

{TAP}: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.

Note:
2006-07-15 - Adarkar Valkyrie's ability can target a token creature, but since token creatures cease to exist when they leave the battlefield, it won't be returned to the battlefield.

Adarkar Wastes

Land
{TAP}: Add {1} to your mana pool.

{TAP}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.

Adarkar Windform
4U
Snow Creature - Illusion
(3/3)
Flying

{1}Snow: Target creature loses flying until end of turn. (Snow can be paid with one mana from a snow permanent.)

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

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

Admonition Angel
3WWW
Creature - Angel
(6/6)
Flying

Landfall - Whenever a land enters the battlefield under your control, you may exile target nonland permanent other than Admonition Angel.

When Admonition Angel leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.

Note:
2010-03-01 - The landfall ability triggerss whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2010-03-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
2010-03-01 - Admonition Angel's landfall ability and its last ability are linked. The last ability refers only to cards exiled with its landfall ability.
2010-03-01 - If Admonition Angel's landfall ability triggers, but the Angel leaves the battlefield before it resolves, its last ability will trigger and resolve first. All previously exiled cards will be returned to the battlefield. Then the landfall ability will resolve and exile the targeted permanent forever.

Adun Oakenshield
BRG
Legendary Creature - Human Knight
(1/2)
{B}{R}{G}, {TAP}: Return target creature card from your graveyard to your hand.

Note:
2008-04-01 - A "creature card" is any card with the type Creature, even if it has other types such as Artifact, Enchantment, or Land. Older cards of type Summon are also Creature cards.

Advance Scout
1W
Creature - Human Soldier Scout
(1/1)
First strike

{W}: Target creature gains first strike until end of turn.

Advanced Hoverguard
3U
Creature - Drone
(2/2)
Flying

{U}: Advanced Hoverguard gains shroud until end of turn. (It can't be the target of spells or abilities.)

Advent of the Wurm
1GGW
Instant
Put a 5/5 green Wurm creature token with trample onto the battlefield.

Adventurers' Guildhouse

Land
Green legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Adventuring Gear
1
Artifact - Equipment
Landfall - Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Note:
2009-10-01 - The landfall ability triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2009-10-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
2009-10-01 - The landfall ability gives +2/+2 to the creature that's equipped by Adventuring Gear at the time that ability resolves. It doesn't matter what creature Adventuring Gear was attached to (if any) when it triggered. That bonus remains with that creature even if Adventuring Gear leaves the battlefield or becomes attached to a different creature later in the turn.
2009-10-01 - If Adventuring Gear leaves the battlefield before its landfall ability resolves, the creature it was attached to at the time it left the battlefield gets +2/+2. If it wasn't attached to a creature at that time, nothing gets the bonus.

Advice from the Fae
(2|U)(2|U)(2|U)
Sorcery
(({2|U}) can be paid with any two mana or with {U}. This card's converted mana cost is 6.)

Look at the top five cards of your library. If you control more creatures than each other player, put two of those cards into your hand. Otherwise, put one of them into your hand. Then put the rest on the bottom of your library in any order.

Note:
2008-05-01 - If an effect reduces the cost to cast a spell by an amount of generic mana, it applies to a monocolored hybrid spell only if you've chosen a method of paying for it that includes generic mana.
2008-05-01 - A card with a monocolored hybrid mana symbol in its mana cost is each of the colors that appears in its mana cost, regardless of what mana was spent to cast it. Thus, Advice from the Fae is blue, even if you spend six black mana to cast it.
2008-05-01 - A card with monocolored hybrid mana symbols in its mana cost has a converted mana cost equal to the highest possible cost it could be cast for. Its converted mana cost never changes. Thus, Advice from the Fae has a converted mana cost of 6, even if you spend {U}{U}{U} to cast it.
2008-05-01 - If a cost includes more than one monocolored hybrid mana symbol, you can choose a different way to pay for each symbol. For example, you can pay for Advice from the Fae by spending {U}{U}{U}, {2}{U}{U}, {4}{U}, or {6}.
2008-05-01 - In a multiplayer game, compare the number of creatures you control with the number of creatures each other player controls. If any single player controls at least as many creatures as you, you get to put only one card into your hand.

Advocate of the Beast
2G
Creature - Elf Shaman
(2/3)
At the beginning of your end step, put a +1/+1 counter on target Beast creature you control.

Note:
2013-07-01 - If you don't control any Beast creatures as your end step begins, the ability will be removed from the stack and will have no effect.

Aegis Angel
4WW
Creature - Angel
(5/5)
Flying

When Aegis Angel enters the battlefield, another target permanent gains indestructible for as long as you control Aegis Angel. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)

Note:
2011-09-22 - If Aegis Angel leaves the battlefield, you no longer control it.
2011-09-22 - If Aegis Angel and the permanent would be destroyed simultaneously, only Aegis Angel will be destroyed.
2013-07-01 - If another player gains control of Aegis Angel, the permanent will no longer have indestructible, even if you regain control of Aegis Angel.

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

Aegis of the Gods
1W
Enchantment Creature - Human Soldier
(2/1)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)

Note:
2014-04-26 - Your opponent can't target you with spells that deal damage or abilities that cause their sources to deal damage, even if he or she intends to redirect the damage to a planeswalker you control.

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

Aeolipile
2
Artifact
{1}, {TAP}, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player.

Aeon Chronicler
3UU
Creature - Avatar
(*/*)
Aeon Chronicler's power and toughness are each equal to the number of cards in your hand.

Suspend X-{X}{3}{U}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{3}{U} and exile it with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)

Whenever a time counter is removed from Aeon Chronicler while it's exiled, draw a card.

Note:
2007-02-01 - Both instances of X in the suspend ability are the same. You determine the value of X as you suspend the card from your hand. The value you choose must be at least 1.
2007-02-01 - If this is suspended, then when the last time counter is removed from it, both its triggered ability and the "play this card" part of the suspend ability will trigger. They can be put on the stack in either order.
2013-06-07 - You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effect that affects when you could cast it (such as flash) and any other effects that could stop you from casting it (such as Meddling Mage's effect) to determine if and when you can do this. Whether or not you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or requires a target even if no legal targets are available at that time.
2013-06-07 - Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
2013-06-07 - If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
2013-06-07 - If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again during the card's owner's next upkeep.
2013-06-07 - When the last time counter is removed, the second triggered ability of suspend will trigger. It doesn't matter why the last time counter was removed or what effect removed it.
2013-06-07 - If the second triggered ability of suspend (the one that lets you cast the card) is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
2013-06-07 - If you can't cast the card, perhaps because there are no legal targets available, it remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - If the spell has any mandatory additional costs, you must pay those if able. However, if an additional cost includes a mana payment, you are forced to pay that cost only if there's enough mana in your mana pool at the time you cast the spell. You aren't forced to activate any mana abilities, although you may do so if you wish.
2013-06-07 - A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it (or, in some rare cases, gains control of the creature spell itself).

Aerial Caravan
4UU
Creature - Human Soldier
(4/3)
Flying

{1}{U}{U}: Exile the top card of your library. Until end of turn, you may play that card. (Reveal the card as you exile it.)

Note:
2004-10-04 - If you do not play the card by end of turn, it remains exiled. If you play it, it goes wherever the it would normally go when played.

Aerial Formation
U
Instant
Strive - Aerial Formation costs {2}{U} more to cast for each target beyond the first.

Any number of target creatures each get +1/+1 and gain flying until end of turn.

Note:
2014-04-26 - You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
2014-04-26 - The mana cost and converted mana cost of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
2014-04-26 - If all of the spell's targets are illegal when the spell tries to resolve, it will be countered and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
2014-04-26 - If such a spell is copied, and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
2014-04-26 - If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional costs for any targets beyond the first.

Aerial Maneuver
1W
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.

Aerial Predation
2G
Instant
Destroy target creature with flying. You gain 2 life.

Note:
2012-10-01 - You must be able to target a creature with flying to cast Aerial Predation.
2012-10-01 - If the creature with flying is an illegal target when Aerial Predation tries to resolve, it will be countered and none of its effects will happen. You won't gain 2 life.

Aerie Mystics
4W
Creature - Bird Wizard
(3/3)
Flying

{1}{G}{U}: Creatures you control gain shroud until end of turn. (They can't be the targets of spells or abilities.)

Aerie Ouphes
4G
Creature - Ouphe
(3/3)
Sacrifice Aerie Ouphes: Aerie Ouphes deals damage equal to its power to target creature with flying.

Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Note:
2008-08-01 - If Aerie Ouphes has no -1/-1 counters on it when you sacrifice it to activate its first ability, persist will return Aerie Ouphes to the battlefield with a -1/-1 counter on it before that ability resolves. The ability will check the power of Aerie Ouphes at the time you sacrificed it, not the power of the returned Aerie Ouphes (which is actually a new object with no relation to its previous existence).
2013-06-07 - If a creature with persist stops being a creature, persist will still work.
2013-06-07 - The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
2013-06-07 - If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
2013-06-07 - If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
2013-06-07 - When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
2013-06-07 - If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of his or her persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
2013-06-07 - If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.

Aerie Worshippers
3U
Creature - Human Cleric
(2/4)
Inspired - Whenever Aerie Worshippers becomes untapped, you may pay {2}{U}. If you do, put a 2/2 blue Bird enchantment creature token with flying onto the battlefield.

Note:
2014-02-01 - Inspired abilities trigger no matter how the creature becomes untapped: by the turn-based action at the beginning of the untap step or by a spell or ability.
2014-02-01 - If an inspired ability triggers during your untap step, the ability will be put on the stack at the beginning of your upkeep. If the ability creates one or more token creatures, those creatures won't be able to attack that turn (unless they gain haste).
2014-02-01 - Inspired abilities don't trigger when the creature enters the battlefield.
2014-02-01 - If the inspired ability includes an optional cost, you decide whether to pay that cost as the ability resolves. You can do this even if the creature leaves the battlefield in response to the ability.

Aeronaut Tinkerer
2U
Creature - Human Artificer
(2/3)
Aeronaut Tinkerer has flying as long as you control an artifact. (It can't be blocked except by creatures with flying or reach.)

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

Aesthir Glider
3
Artifact Creature - Bird
(2/1)
Flying

Aesthir Glider can't block.

Affa Guard Hound
2W
Creature - Hound
(2/2)
Flash

When Affa Guard Hound enters the battlefield, target creature gets +0/+3 until end of turn.

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

Draw a card.

Afflicted Deserter
3R
Creature - Human Werewolf
(3/2)
At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.

Afiya Grove
1G
Enchantment
Afiya Grove enters the battlefield with three +1/+1 counters on it.

At the beginning of your upkeep, move a +1/+1 counter from Afiya Grove onto target creature.

When Afiya Grove has no +1/+1 counters on it, sacrifice it.

Note:
2004-10-04 - If there are any creatures on the battlefield, even if they are just your opponent's, you must put a +1/+1 on one of them. If there are no creatures on the battlefield, then no counter is removed from this card.

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

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

Agadeem Occultist
2B
Creature - Human Shaman Ally
(0/2)
{TAP}: Put target creature card from an opponent's graveyard onto the battlefield under your control if its converted mana cost is less than or equal to the number of Allies you control.

Note:
2010-03-01 - You may target any creature card in an opponent's graveyard with Agadeem Occultist's ability. You check whether the targeted card's converted mana cost is less than or equal to the number of Allies you control when the ability resolves. If you control too few Allies at that point, the ability does nothing.

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

Ageless Sentinels
3W
Creature - Wall
(4/4)
Defender (This creature can't attack.)

Flying

When Ageless Sentinels blocks, it becomes a Bird Giant, and it loses defender. (It's no longer a Wall. This effect lasts indefinitely.)

Note:
2004-10-04 - It becomes both creature type Giant and creature type Bird.
2005-08-01 - Once it stops being a Wall, it can attack because it also loses Defender.

Agent of Acquisitions
2
Artifact Creature - Construct
(2/1)
Draft Agent of Acquisitions face up.

Instead of drafting a card from a booster pack, you may draft each card in that booster pack, one at a time. If you do, turn Agent of Acquisitions face down and you can't draft cards for the rest of this draft round. (You may look at booster packs passed to you.)

Note:
2014-05-29 - You choose the order the cards in that booster pack are drafted. In many cases this won't matter, but it could be relevant if one of the cards cares about when it was drafted or what the next card you draft is.
2014-05-29 - The second ability of Agent of Acquisitions works only if you're drafting a card. For example, if you've already used one Agent of Acquisitions in a draft round, you can't use a second Agent of Acquisitions later in that same draft round.

Agent of Erebos
3B
Enchantment Creature - Zombie
(2/2)
Constellation - Whenever Agent of Erebos or another enchantment enters the battlefield under your control, exile all cards from target player's graveyard.

Note:
2014-04-26 - The constellation ability is mandatory. If you are the only legal target (perhaps because your opponent has hexproof), you must target yourself and exile all the cards from your graveyard.
2014-04-26 - A constellation ability triggers whenever an enchantment enters the battlefield under your control for any reason. Enchantments with other card types, such as enchantment creatures, will also cause constellation abilities to trigger.
2014-04-26 - An Aura spell without bestow that has an illegal target when it tries to resolve will be countered and put into its owner's graveyard. It won't enter the battlefield and constellation abilities won't trigger. An Aura spell with bestow won't be countered this way. It will revert to being an enchantment creature and resolve, entering the battlefield and triggering constellation abilities.
2014-04-26 - When an enchantment enters the battlefield under your control, each constellation ability of permanents you control will trigger. You can put these abilities on the stack in any order. The last ability you put on the stack will be the first one that resolves.

Agent of Horizons
2G
Creature - Human Rogue
(3/2)
{2}{U}: Agent of Horizons can't be blocked this turn.

Note:
2013-09-15 - Activating the ability of Agent of Horizons after it's been blocked won't change or undo the block.

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

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

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

Agent of the Fates
1BB
Creature - Human Assassin
(3/2)
Deathtouch

Heroic - Whenever you cast a spell that targets Agent of the Fates, each opponent sacrifices a creature.

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Aggravate
3RR
Instant
Aggravate deals 1 damage to each creature target player controls. Each creature dealt damage this way attacks this turn if able.

Note:
2012-05-01 - Aggravate targets only the player. Creatures with hexproof that player controls will be dealt damage by Aggravate if it resolves.
2012-05-01 - The controller of a creature dealt damage by Aggravate still decides which player or planeswalker the creature attacks.
2012-05-01 - If, during a player's declare attackers step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.

Aggravated Assault
2R
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. Activate this ability only any time you could cast a sorcery.

Note:
2004-10-04 - If you have enough mana, the ability may be activated more than once in a turn.
2004-10-04 - You will normally use this during your post-combat main phase so you can untap any creatures that attacked.

Aggression
2R
Enchantment - Aura
Enchant non-Wall creature

Enchanted creature has first strike and trample.

At the beginning of the end step of enchanted creature's controller, destroy that creature if it didn't attack this turn.

Note:
2006-10-15 - Moving the enchantment after the ability triggers will not affect which creatures are affected.

Aggressive Mining
3R
Enchantment
You can't play lands.

Sacrifice a land: Draw two cards. Activate this ability only once each turn.

Note:
2014-07-18 - You can activate the ability once on each player's turn, not just your own.
2014-07-18 - Aggressive Mining doesn't stop lands from being put onto the battlefield by a spell or ability. It only stops the special action of playing a land.

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

Draw a card.

Agility
1R
Enchantment - Aura
Enchant creature

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

Note:
2004-10-04 - If the enchanted creature already has Flanking, its effect is cumulative.

Agonizing Demise
3B
Instant
Kicker {1}{R} (You may pay an additional {1}{R} as you cast this spell.)

Destroy target nonblack creature. It can't be regenerated. If Agonizing Demise was kicked, it deals damage equal to that creature's power to the creature's controller.

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

Agony Warp
UB
Instant
Target creature gets -3/-0 until end of turn.

Target creature gets -0/-3 until end of turn.

Note:
2008-10-01 - The two targets may be the same creature or they may be different creatures.

Agoraphobia
1U
Enchantment - Aura
Enchant creature

Enchanted creature gets -5/-0.

{2}{U}: Return Agoraphobia to its owner's hand.

Note:
2013-01-24 - Only Agoraphobia's controller can activate its last ability, no matter who controls the creature Agoraphobia's attached to.
2013-01-24 - Agoraphobia's last ability can be activated only while it's on the battlefield.
2013-01-24 - Players don't have priority to cast spells and activate abilities between combat damage being assigned and being dealt. This means that if you want to return Agoraphobia to its owner's hand before combat damage is dealt, you must do so before combat damage is assigned (and the creature will no longer get -5/-0).

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

Note:
2005-10-01 - Attacking creatures (including Agrus Kos) that are both red and white get +2/+2 until end of turn.

Ainok Bond-Kin
1W
Creature - Hound Soldier
(2/1)
Outlast {1}{W} ({1}{W}, {TAP}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)

Each creature you control with a +1/+1 counter on it has first strike.

Note:
2014-09-20 - The cost to activate a creature's outlast ability includes the tap symbol ({T}). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
2014-09-20 - Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.

Ainok Tracker
5R
Creature - Hound Scout
(3/3)
First strike

Morph {4}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2014-09-20 - Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
2014-09-20 - The face-down spell has no mana cost and has a converted mana cost of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
2014-09-20 - When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the creature can still grant it any of these characteristics.
2014-09-20 - Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
2014-09-20 - Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
2014-09-20 - A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
2014-09-20 - At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
2014-09-20 - You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
2014-09-20 - If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

Air Bladder
U
Enchantment - Aura
Enchant creature

Enchanted creature has flying.

Enchanted creature can block only creatures with flying.

Air Elemental
3UU
Creature - Elemental
(4/4)
Flying

Air Servant
4U
Creature - Elemental
(4/3)
Flying

{2}{U}: Tap target creature with flying.

Airborne Aid
3U
Sorcery
Draw a card for each Bird on the battlefield.

Airdrop Condor
4R
Creature - Bird
(2/2)
Flying

{1}{R}, Sacrifice a Goblin creature: Airdrop Condor deals damage equal to the sacrificed creature's power to target creature or player.

Aisling Leprechaun
G
Creature - Faerie
(1/1)
Whenever Aisling Leprechaun blocks or becomes blocked by a creature, that creature becomes green. (This effect lasts indefinitely.)

Note:
2004-10-04 - Creatures change color as a triggered ability upon the block being declared.
2004-10-04 - The change to green does not end even if the Leprechaun leaves the battlefield.
2004-10-04 - A Leprechaun with Protection from Green can be blocked by a creature (since it is not green at that time) but will not take damage from the creature (since it is green during the combat damage step).

Ajani Goldmane
2WW
Planeswalker - Ajani
(4)
+1: You gain 2 life.

?1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.

?6: Put a white Avatar creature token onto the battlefield. It has "This creature's power and toughness are each equal to your life total."

Note:
2007-10-01 - The vigilance granted to a creature by the second ability remains until the end of the turn even if the +1/+1 counter is removed.
2007-10-01 - The power and toughness of the Avatar created by the third ability will change as your life total changes.
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

Ajani Steadfast
3W
Planeswalker - Ajani
(4)
+1: Until end of turn, up to one target creature gets +1/+1 and gains first strike, vigilance, and lifelink.

?2: Put a +1/+1 counter on each creature you control and a loyalty counter on each other planeswalker you control.

?7: You get an emblem with "If a source would deal damage to you or a planeswalker you control, prevent all but 1 of that damage."

Note:
2014-07-18 - You may activate the first ability with no targets. If you do, you simply put a loyalty counter on Ajani to pay the cost of the ability.
2014-07-18 - If a permanent you control is both a creature and a planeswalker, Ajani's second ability will put both a +1/+1 counter and a loyalty counter on it.
2014-07-18 - The emblem's ability doesn't consider who controls the source dealing damage to you or a planeswalker you control.
2014-07-18 - Each attacking creature is a separate source of damage. For example, if two 3/3 creatures attack you and are unblocked, the emblem will prevent 2 damage from each creature. You'll be dealt a total of 2 damage.
2014-07-18 - If multiple effects modify how damage is dealt, the player being dealt damage or the controller of the permanent being dealt damage chooses the order to apply the effects. For example, Dictate of the Twin Gods says, “If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.” Suppose you would be dealt 3 damage while Dictate of the Twin Gods is on the battlefield and you control Ajani's emblem. You can either (a) prevent all but 1 damage first and then let Dictate of the Twin Gods's effect double that, for a result of being dealt 2 damage, or (b) double the damage to 6 and then prevent all but 1 of that damage.

Ajani Vengeant
2RW
Planeswalker - Ajani
(3)
+1: Target permanent doesn't untap during its controller's next untap step.

?2: Ajani Vengeant deals 3 damage to target creature or player and you gain 3 life.

?7: Destroy all lands target player controls.

Note:
2008-10-01 - You may target any permanent with Ajani Vengeant's first ability. It doesn't have to be tapped.
2008-10-01 - The first ability tracks the permanent, but not its controller. If the permanent changes controllers before its first controller's next untap step has come around, then it won't untap during its new controller's next untap step.
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

Ajani's Chosen
2WW
Creature - Cat Soldier
(3/3)
Whenever an enchantment enters the battlefield under your control, put a 2/2 white Cat creature token onto the battlefield. If that enchantment is an Aura, you may attach it to the token.

Ajani's Mantra
1W
Enchantment
At the beginning of your upkeep, you may gain 1 life.

Ajani's Presence
W
Instant
Strive - Ajani's Presence costs {2}{W} more to cast for each target beyond the first.

Any number of target creatures each get +1/+1 and gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Note:
2014-04-26 - You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
2014-04-26 - The mana cost and converted mana cost of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
2014-04-26 - If all of the spell's targets are illegal when the spell tries to resolve, it will be countered and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
2014-04-26 - If such a spell is copied, and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
2014-04-26 - If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional costs for any targets beyond the first.

Ajani's Pridemate
1W
Creature - Cat Soldier
(2/2)
Whenever you gain life, you may put a +1/+1 counter on Ajani's Pridemate.

Note:
2014-07-18 - The ability triggers just once for each life-gaining event, whether it's 1 life from Soulmender or 8 life from Meditation Puzzle.
2014-07-18 - A creature with lifelink dealing combat damage is a single life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Ajani's Pridemate's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.

Ajani's Sunstriker
WW
Creature - Cat Cleric
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Ajani, Caller of the Pride
1WW
Planeswalker - Ajani
(4)
+1: Put a +1/+1 counter on up to one target creature.

?3: Target creature gains flying and double strike until end of turn.

?8: Put X 2/2 white Cat creature tokens onto the battlefield, where X is your life total.

Note:
2012-07-01 - You can activate the first ability without a target. You'll still put one loyalty counter on Ajani when you activate the ability.
2012-07-01 - The number of Cat tokens you put onto the battlefield is equal to your life total when the third ability resolves.
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

Ajani, Mentor of Heroes
3GW
Planeswalker - Ajani
(4)
+1: Distribute three +1/+1 counters among one, two, or three target creatures you control.

+1: Look at the top four cards of your library. You may reveal an Aura, creature, or planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

?8: You gain 100 life.

Note:
2014-04-26 - You announce how many counters will be placed on each target creature as you activate Ajani's first ability. Each target must receive at least one counter.
2014-04-26 - If one or more, but not all, of the targets of the first ability are illegal when that ability tries to resolve, no counters will be placed on illegal targets. You can't change the distribution you announced when you activated the ability; the excess counters are just lost.

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

Note:
2004-12-01 - The "activate this ability only once each turn" restriction applies even if the creature changes controllers.

Akki Blizzard-Herder
1R
Creature - Goblin Shaman
(1/1)
When Akki Blizzard-Herder dies, each player sacrifices a land.

Akki Coalflinger
1RR
Creature - Goblin Shaman
(2/2)
First strike

{R}, {TAP}: Attacking creatures gain first strike until end of turn.

Akki Drillmaster
2R
Creature - Goblin Shaman
(2/2)
{TAP}: Target creature gains haste until end of turn.

Akki Lavarunner
3R
Creature - Goblin Warrior
(1/1)
Haste

Whenever Akki Lavarunner deals damage to an opponent, flip it.



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

Akki Rockspeaker
1R
Creature - Goblin Shaman
(1/1)
When Akki Rockspeaker enters the battlefield, add {R} to your mana pool.

Note:
2011-01-25 - You get the mana whether you want it or not. If you don't spend it, it will disappear at the end of the current step (or phase).

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

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

Akoum Battlesinger
1R
Creature - Human Berserker Ally
(1/1)
Haste

Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.

Akoum Boulderfoot
4RR
Creature - Giant Warrior
(4/5)
When Akoum Boulderfoot enters the battlefield, it deals 1 damage to target creature or player.

Akoum Refuge

Land
Akoum Refuge enters the battlefield tapped.

When Akoum Refuge enters the battlefield, you gain 1 life.

{TAP}: Add {B} or {R} to your mana pool.

Akrasan Squire
W
Creature - Human Soldier
(1/1)
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Note:
2008-10-01 - If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
2008-10-01 - If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won't trigger.
2008-10-01 - Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
2008-10-01 - Exalted abilities will resolve before blockers are declared.
2008-10-01 - Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
2008-10-01 - In a Two-Headed Giant game, a creature "attacks alone" if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.

Akroan Conscriptor
4R
Creature - Human Shaman
(3/2)
Heroic - Whenever you cast a spell that targets Akroan Conscriptor, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn.

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.
2014-02-01 - The ability can target any creature except Akroan Conscriptor, including one that's untapped or one you already control.
2014-02-01 - Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it. Notably, if that creature is enchanted by an Aura with bestow and dies while under your control, the Aura's controller will continue to control the creature that Aura becomes.
2014-02-01 - If you control a legendary creature and gain control of another legendary creature with the same name, you'll choose one to remain on the battlefield and put the other into its owner's graveyard.

Akroan Crusader
R
Creature - Human Soldier
(1/1)
Heroic - Whenever you cast a spell that targets Akroan Crusader, put a 1/1 red Soldier creature token with haste onto the battlefield.

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Akroan Hoplite
RW
Creature - Human Soldier
(1/2)
Whenever Akroan Hoplite attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.

Note:
2013-09-15 - Count the number of attacking creatures you control when the ability resolves to determine the value of X.
2013-09-15 - Once the ability resolves, the bonus won't change even if the number of attacking creatures you control does.

Akroan Horse
4
Artifact Creature - Horse
(0/4)
Defender

When Akroan Horse enters the battlefield, an opponent gains control of it.

At the beginning of your upkeep, each opponent puts a 1/1 white Soldier creature token onto the battlefield.

Note:
2013-09-15 - Akroan Horse's enters-the-battlefield ability doesn't target any opponent. In a multiplayer game, you choose the opponent as the ability resolves.
2013-09-15 - In the last ability, “each opponent” refers to opponents of Akroan Horse's controller. In most situations in two-player games, your opponent will control Akroan Horse and you'll put Soldier tokens onto the battlefield.

Akroan Line Breaker
2R
Creature - Human Warrior
(2/1)
Heroic - Whenever you cast a spell that targets Akroan Line Breaker, Akroan Line Breaker gets +2/+0 and gains intimidate until end of turn.

Note:
2014-04-26 - Heroic abilities will resolve before the spell that caused them to trigger.
2014-04-26 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2014-04-26 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Akroan Mastiff
3W
Creature - Hound
(2/2)
{W}, {TAP}: Tap target creature.

Akroan Phalanx
3W
Creature - Human Soldier
(3/3)
Vigilance

{2}{R}: Creatures you control get +1/+0 until end of turn.

Akroan Skyguard
1W
Creature - Human Soldier
(1/1)
Flying

Heroic - Whenever you cast a spell that targets Akroan Skyguard, put a +1/+1 counter on Akroan Skyguard.

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Akroma's Blessing
2W
Instant
Choose a color. Creatures you control gain protection from the chosen color until end of turn.

Cycling {W} ({W}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

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

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

Akroma's Vengeance
4WW
Sorcery
Destroy all artifacts, creatures, and enchantments.

Cycling {3} ({3}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Akroma, Angel of Fury
5RRR
Legendary Creature - Angel
(6/6)
Akroma, Angel of Fury can't be countered.

Flying, trample, protection from white and from blue

{R}: Akroma, Angel of Fury gets +1/+0 until end of turn.

Morph {3}{R}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2007-02-01 - If Akroma, Angel of Fury is cast face down, it can be countered.
2007-02-01 - Akroma, Angel of Fury and Akroma, Angel of Wrath do not have the same name, so the legend rule does not apply.
2013-07-01 - In a Commander game where this card is your commander, you may cast it face-down from the Command zone by paying {3} plus {2} for each time it has been cast from your command zone. The cost to turn it face-up is unaffected.

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

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

Note:
2004-10-04 - If you have two or more Legionnaires, they can all attack.

Aku Djinn
3BB
Creature - Djinn
(5/6)
Trample

At the beginning of your upkeep, put a +1/+1 counter on each creature each opponent controls.

Note:
2006-02-01 - Only puts counters on creatures your opponents control, so in the Two-Headed Giant format, won't put counters on your teammate's creatures.

Akuta, Born of Ash
2BB
Legendary Creature - Spirit
(3/2)
Haste

At the beginning of your upkeep, if you have more cards in hand than each opponent, you may sacrifice a Swamp. If you do, return Akuta, Born of Ash from your graveyard to the battlefield.

Note:
2005-06-01 - Akuta must already be in your graveyard as your upkeep begins in order for its ability to trigger.
2005-06-01 - In multiplayer games, it checks for each opponent.

Al-abara's Carpet
5
Artifact
{5}, {TAP}: Prevent all damage that would be dealt to you this turn by attacking creatures without flying.

Alabaster Dragon
4WW
Creature - Dragon
(4/4)
Flying

When Alabaster Dragon dies, shuffle it into its owner's library.

Note:
2007-05-01 - This will always be shuffled into its owner's library.

Alabaster Kirin
3W
Creature - Kirin
(2/3)
Flying, vigilance

Alabaster Leech
W
Creature - Leech
(1/3)
White spells you cast cost {W} more to cast.

Alabaster Mage
1W
Creature - Human Wizard
(2/1)
{1}{W}: Target creature you control gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)

Note:
2011-09-22 - Multiple instances of lifelink on the same creature provide no additional benefit. The creature's controller gains life equal the damage dealt and no more.

Alabaster Potion
XWW
Instant
Choose one -

Target player gains X life.

Prevent the next X damage that would be dealt to target creature or player this turn.

Alabaster Wall
2W
Creature - Wall
(0/4)
Defender (This creature can't attack.)

{TAP}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

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

Alaborn Grenadier
WW
Creature - Human Soldier
(2/2)
Vigilance

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

Alaborn Trooper
2W
Creature - Human Soldier
(2/3)


Alaborn Veteran
2W
Creature - Human Knight
(2/2)
{TAP}: Target creature gets +2/+2 until end of turn. Activate this ability only during your turn, before attackers are declared.

Note:
2013-09-20 - If a turn has multiple combat phases, the ability can only be activated before the beginning of the declare attackers step of the first combat phase in that turn.

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

Aladdin
2RR
Creature - Human Rogue
(1/1)
{1}{R}{R}, {TAP}: Gain control of target artifact for as long as you control Aladdin.

Note:
2004-10-04 - Aladdin's ability can take control of more than one artifact, although only one each time the ability is used.
2008-08-01 - You do not lose control of the permanent if it stops being an artifact. The validity of the target is checked only on announcement and resolution of the ability.

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

Note:
2004-10-04 - If you use more than one Lamp effect, the second one will end up replacing the card being drawn with the first one.

Aladdin's Ring
8
Artifact
{8}, {TAP}: Aladdin's Ring deals 4 damage to target creature or player.

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

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

{1}{G}: Regenerate Albino Troll.

Alchemist's Apprentice
1U
Creature - Human Wizard
(1/1)
Sacrifice Alchemist's Apprentice: Draw a card.

Alchemist's Refuge

Land
{TAP}: Add {1} to your mana pool.

{G}{U}, {TAP}: You may cast nonland cards this turn as though they had flash.

Note:
2012-05-01 - You can cast a nonland card with flash any time you could cast an instant.
2012-05-01 - The last ability applies to nonland cards in any zone, provided something is allowing you to cast them. For example, you could cast a sorcery with flashback as though it had flash.

Alchor's Tomb
4
Artifact
{2}, {TAP}: Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.)

Aleatory
1R
Instant
Cast Aleatory only during combat after blockers are declared.

Flip a coin. If you win the flip, target creature gets +1/+1 until end of turn.

Draw a card at the beginning of the next turn's upkeep.

Note:
2004-10-04 - You pick the target on announcement and flip the coin on resolution.
2013-09-20 - If a turn has multiple combat phases, this spell can be cast during any of them as long as it's after the beginning of that phase's Declare Blockers Step.

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

Alexi's Cloak
1U
Enchantment - Aura
Flash

Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

Note:
2005-08-01 - Any Auras already on the creature remain.

Alexi, Zephyr Mage
3UU
Legendary Creature - Human Spellshaper
(3/3)
{X}{U}, {TAP}, Discard two cards: Return X target creatures to their owners' hands.

Algae Gharial
3G
Creature - Crocodile
(1/1)
Shroud (This creature can't be the target of spells or abilities.)

Whenever another creature dies, you may put a +1/+1 counter on Algae Gharial.

Ali Baba
R
Creature - Human Rogue
(1/1)
{R}: Tap target Wall.

Note:
2004-10-04 - This ability may be used to tap more than one Wall per turn if you have enough mana, since tapping isn't part of the activation cost.
2004-10-04 - The ability may tap walls even when Ali Baba is tapped or just entered the battlefield, since the activation cost doesn't include {T}.

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

Note:
2004-10-04 - This effect does not apply to effects which reduce your life without doing damage.
2004-10-04 - The ability works up until Ali enters the graveyard, so if he takes lethal damage or is destroyed at the same time you take damage, the ability helps you. If the damage occurs after it goes to the graveyard, however, it is not affected by the Ali which is no longer on the battlefield.
2004-10-04 - This effect does not prevent damage, it prevents the damage from turning into loss of life. So the full damage is dealt (and abilities that trigger on damage being dealt still trigger), but the full loss of life is not applied.

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

All Hallow's Eve
2BB
Sorcery
Exile All Hallow's Eve with two scream counters on it.

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

Note:
2004-10-04 - Since you can respond to triggered abilities, it is legal to sacrifice creatures using some spell or ability prior to resolving the ability that removes the final counter from All Hallow's Eve.
2007-02-01 - This card is once again a sorcery, and its ability looks very much like suspend (although it doesn't have the suspend ability.
2008-04-01 - A "creature card" is any card with the type Creature, even if it has other types such as Artifact, Enchantment, or Land. Older cards of type Summon are also Creature cards.
2009-10-01 - The only thing that happens when All Hallow's Eve resolves is that it's exiled with two scream counters on it.
2009-10-01 - All Hallow's Eve's triggered ability functions from the exile zone. This ability has an "intervening 'if' clause." It won't trigger at all unless All Hallow's Eve is exiled and has a scream counter on it (which can happen only if it resolves as a spell).
2009-10-01 - Each creature returned to the battlefield by All Hallow's Eve enters the battlefield under its owner's control.

All Is Dust
7
Tribal Sorcery - Eldrazi
Each player sacrifices all colored permanents he or she controls.

Note:
2010-06-15 - A colored permanent is a permanent with at least one colored mana symbol in its mana cost. Note that effects may cause a colored permanent to become colorless (as Moonlace could), or a colorless permanent to become colored (as Crimson Wisps could).
2010-06-15 - Tokens may also be colored permanents. The effect that creates a token states what color it is or whether it's colorless.
2010-06-15 - Lands have no mana cost, so they are colorless unless an effect states otherwise.
2010-06-15 - All the colored permanents are sacrificed at the same time.
2013-07-01 - All Is Dust doesn't destroy permanents. Rather, it causes them to be sacrificed. Regeneration, totem armor, and indestructibile can't save permanents from All Is Dust.

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

Note:
2004-12-01 - All Suns' Dawn can have from zero to five targets, one for each color.
2004-12-01 - You can target two blue-and-white multicolored cards by choosing one as the blue card and one as the white card.
2004-12-01 - You choose the color each target must be when you choose it as a target, so if the card you targeted as a blue card is red when All Suns' Dawn resolves, the card is an illegal target, even if the spell doesn't target another red card.

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

Destroy target enchantment.

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

Note:
2004-10-04 - It triggers only once even if blocked by more than one creature.

Alliance of Arms
W
Sorcery
Join forces - Starting with you, each player may pay any amount of mana. Each player puts X 1/1 white Soldier creature tokens onto the battlefield, where X is the total amount of mana paid this way.

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

Note:
2004-10-04 - You draw one card per basic land type, not for each basic land. This makes it a maximum of 5 cards.
2009-02-01 - To determine the number of basic land types among lands you control, look at the lands you have on the battlefield and ask yourself whether the subtypes Plains, Island, Swamp, Mountain, and Forest appear within that group. The number of times you say yes (topping out at five) tells you how powerful your domain abilities will be.
2009-02-01 - How many lands you control of a particular basic land type is irrelevant to a domain ability, as long as that number is greater than zero. As far as domain is concerned, ten Forests is the same as one Forest.
2009-02-01 - A number of nonbasic lands have basic land types. Domain abilities don't count the number of lands you control -- they count the number of basic land types among lands you control, even if that means checking the same land twice. For example, if you control a Tundra, an Overgrown Tomb, and a Madblind Mountain, you'll have a Plains, Island, Swamp, Mountain, and Forest among the lands you control. Your domain abilities will be maxed out.

Allosaurus Rider
5GG
Creature - Elf Warrior
(1+*/1+*)
You may exile two green cards from your hand rather than pay Allosaurus Rider's mana cost.

Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.

Note:
2006-07-15 - Paying the alternative cost doesn't change when you can cast the spell. A creature spell you cast this way, for example, can still only be cast during your main phase while the stack is empty.
2006-07-15 - You may pay the alternative cost rather than the card's mana cost. Any additional costs are paid as normal.
2006-07-15 - If you don't have two cards of the right color in your hand, you can't choose to cast the spell using the alternative cost.
2006-07-15 - You can't exile a card from your hand to pay for itself. At the time you would pay costs, that card is on the stack, not in your hand.

Alloy Golem
6
Artifact Creature - Golem
(4/4)
As Alloy Golem enters the battlefield, choose a color.

Alloy Golem is the chosen color. (It's still an artifact.)

Note:
2004-10-04 - If Alloy Golem phases out, you do not pick a new color when it phases in.

Alloy Myr
3
Artifact Creature - Myr
(2/2)
{TAP}: Add one mana of any color to your mana pool.

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

Alluring Siren
1U
Creature - Siren
(1/1)
{TAP}: Target creature an opponent controls attacks you this turn if able.

Note:
2009-10-01 - After the ability resolves, the targeted creature attacks you only if it's able to do so as that turn's declare attackers step begins. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," it can't attack. If there's a cost associated with having that creature attack, its controller isn't forced to pay that cost, so the creature doesn't have to attack in that case either.
2009-10-01 - If the targeted creature would be able to attack either you or a planeswalker you control, it must attack you, not the planeswalker.
2009-10-01 - Activating the ability during your opponent's turn after attackers have been declared will have no effect. The same is true if you activate the ability during your own turn.
2011-09-22 - If there are multiple combat phases in a turn, the creature must attack only in the first one in which it's able to.

Alms
W
Enchantment
{1}, Exile the top card of your graveyard: Prevent the next 1 damage that would be dealt to target creature this turn.

Note:
2008-04-01 - The “top” card of your graveyard is the card that was put there most recently.
2008-04-01 - Players may not rearrange the cards in their graveyards. This is a little-known rule because new cards that care about graveyard order haven't been printed in years.
2008-04-01 - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
2008-04-01 - The last thing that happens to a resolving instant or sorcery spell is that it's put into its owner's graveyard. --Example: You cast Wrath of God. All creatures on the battlefield are destroyed. You arrange all the cards put into your graveyard this way in any order you want. The other players in the game do the same to the cards that are put into their graveyards. Then you put Wrath of God into your graveyard, on top of the other cards.
2008-04-01 - Say you're the owner of both a permanent and an Aura that's attached to it. If both the permanent and the Aura are destroyed at the same time (by Akroma's Vengeance, for example), you decide the order they're put into your graveyard. If just the enchanted permanent is destroyed, it's put into your graveyard first. Then, after state-based actions are checked, the Aura (which is no longer attached to anything) is put into your graveyard on top of it.

Alms Beast
2WB
Creature - Beast
(6/6)
Creatures blocking or blocked by Alms Beast have lifelink.

Note:
2013-01-24 - Multiple instances of lifelink are redundant. If a creature that had lifelink already is blocking or blocked by Alms Beast, the controller of that creature won't gain extra life.

Alpha Authority
1G
Enchantment - Aura
Enchant creature

Enchanted creature has hexproof and can't be blocked by more than one creature.

Alpha Brawl
6RR
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.

Note:
2011-01-22 - The two parts of Alpha Brawl's effect happen sequentially: first the targeted creature deals damage, then the other creatures deal damage. State-based actions aren't checked in the middle, so creatures that are dealt lethal damage by the targeted creature will still deal damage.
2011-01-22 - None of the damage dealt due to Alpha Brawl is combat damage.
2011-01-22 - Combat abilities like first strike, double strike, and trample don't apply and will have no impact on Alpha Brawl's effect.
2011-01-22 - Abilities like lifelink and deathtouch that care about any kind of damage are taken into account.
2011-01-22 - If the targeted creature has infect or wither, the damage it deals will result in -1/-1 counters being put on each creature it deals damage to. The power of those creatures will be reduced when they deal damage back to the targeted creature.
2011-01-22 - The damage dealt by the targeted creature is not divided in any way. For example, if a 3/3 creature is targeted, it will deal 3 damage to each other creature controlled by its controller.

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

Alpha Myr
2
Artifact Creature - Myr
(2/1)


Alpha Status
2G
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each other creature on the battlefield that shares a creature type with it.

Note:
2004-10-04 - Alpha Status counts each creature once if that creature shares at least one creature type with the enchanted creature.

Alpha Tyrranax
4GG
Creature - Beast
(6/5)


Alpine Grizzly
2G
Creature - Bear
(4/2)


Altac Bloodseeker
1R
Creature - Human Berserker
(2/1)
Whenever a creature an opponent controls dies, Altac Bloodseeker gets +2/+0 and gains first strike and haste until end of turn. (It deals combat damage before creatures without first strike, and it can attack and {TAP} as soon as it comes under your control.)

Note:
2014-07-18 - If a combat phase has two combat damage steps (because there's an attacker or blocker with first strike or double strike), Altac Bloodseeker may gain first strike during the first one. If this happens, it will assign combat damage in the second combat damage step along with other creatures that haven't assigned combat damage during that combat.
2014-07-18 - If the ability triggers multiple times in a single turn, the power bonuses are cumulative, but the additional instances of first strike and haste are redundant.

Altar Golem
7
Artifact Creature - Golem
(*/*)
Trample

Altar Golem's power and toughness are each equal to the number of creatures on the battlefield.

Altar Golem doesn't untap during your untap step.

Tap five untapped creatures you control: Untap Altar Golem.

Altar of Bone
GW
Sorcery
As an additional cost to cast Altar of Bone, sacrifice a creature.

Search your library for a creature card, reveal that card, and put it into your hand. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.
2008-04-01 - A "creature card" is any card with the type Creature, even if it has other types such as Artifact, Enchantment, or Land. Older cards of type Summon are also Creature cards.
2013-04-15 - You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
2013-04-15 - Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.

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}, {TAP}: Destroy target creature. Then put a charge counter on Altar of Shadows.

Note:
2004-10-04 - The precombat main phase is the first main phase of the turn. All others are postcombat main phases, even if they technically occur before combat.
2004-12-01 - You put the counter on Altar of Shadows even if the creature regenerates.
2004-12-01 - The "precombat main phase" is the first main phase of the turn. All other main phases are "postcombat main phases."

Altar of the Brood
1
Artifact
Whenever another permanent enters the battlefield under your control, each opponent puts the top card of his or her library into his or her graveyard.

Note:
2014-09-20 - If Altar of the Brood enters the battlefield under your control at the same time as other permanents, its ability will trigger for each of those permanents.

Altar of the Lost
3
Artifact
Altar of the Lost enters the battlefield tapped.

{TAP}: Add two mana in any combination of colors to your mana pool. Spend this mana only to cast spells with flashback from a graveyard.

Note:
2011-01-22 - Altar of the Lost doesn't allow you to cast spells from any other player's graveyard, although you can spend the mana it produces on such spells if something else allows you to.
2011-01-22 - You can spend mana produced by Altar of the Lost to cast any spell with flashback that you cast from a graveyard. You don't have to be using flashback to cast that spell, however, as long as something else is allowing you to cast that spell.

Altar's Light
2WW
Instant
Exile target artifact or enchantment.

Altar's Reap
1B
Instant
As an additional cost to cast Altar's Reap, sacrifice a creature.

Draw two cards.

Note:
2013-04-15 - You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
2013-04-15 - Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.

Alter Reality
1U
Instant
Change the text of target spell or permanent by replacing all instances of one color word with another. (This effect lasts indefinitely.)

Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Note:
2004-10-04 - Alters all occurrences of the chosen word in the text box and the type line of the given card.
2004-10-04 - Can target a card with no appropriate words on it, or even one with no words at all.
2004-10-04 - It can't change a word to the same word. It must be a different word.
2004-10-04 - It only changes what is printed on the card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent.
2004-10-04 - You choose the words to change on resolution.
2004-10-04 - Changing the text of a spell will not allow you to change the targets of the spell because the targets were chosen when the spell was cast. The text change will (probably) cause it to be countered since the targets will be illegal.
2004-10-04 - If you change the text of a spell which is to become a permanent, the permanent will retain the text change until the effect wears off.

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

Note:
2004-10-04 - The mana cost of the creatures being cast is still the stated cost on the card, even though you did not pay the cost.
2004-10-04 - Aluren checks the actual printed cost on the creature card, and is not affected by things which allow you to cast the spell for less.
2004-10-04 - You can't choose to cast a creature as though it had flash via Aluren and still pay the mana cost. You either cast the creature normally, or via Aluren without paying the mana cost.
2004-10-04 - You can't use Aluren when casting a creature using another alternate means, such as the Morph ability.
2008-08-01 - If creature with X in its cost is cast this way, X can only be 0.

Amass the Components
3U
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.

Note:
2012-05-01 - If you cast Amass the Components with fewer than three cards in your library, you'll draw the remaining cards in your library, put a card from your hand on the bottom of your library, then lose the game for drawing a card from a library with no cards in it the next time state-based actions are performed.

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

Ambassador Oak
3G
Creature - Treefolk Warrior
(3/3)
When Ambassador Oak enters the battlefield, put a 1/1 green Elf Warrior creature token onto the battlefield.

Amber Prison
4
Artifact
You may choose not to untap Amber Prison during your untap step.

{4}, {TAP}: Tap target artifact, creature, or land. That permanent doesn't untap during its controller's untap step for as long as Amber Prison remains tapped.

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

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

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

Ambush Commander
3GG
Creature - Elf
(2/2)
Forests you control are 1/1 green Elf creatures that are still lands.

{1}{G}, Sacrifice an Elf: Target creature gets +3/+3 until end of turn.

Note:
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

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

Ambush Viper
1G
Creature - Snake
(2/1)
Flash (You may cast this spell any time you could cast an instant.)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

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

Note:
2014-02-01 - If you target yourself with this spell, you must reveal your entire hand to the other players just as any other player would.

Amoeboid Changeling
1U
Creature - Shapeshifter
(1/1)
Changeling (This card is every creature type at all times.)

{TAP}: Target creature gains all creature types until end of turn.

{TAP}: Target creature loses all creature types until end of turn.

Note:
2007-10-01 - If a creature loses all creature types but then gains a new creature type later in the turn, it will be that new creature type.
2013-07-01 - Examples of creature types include Sliver, Goblin, and Soldier. Creature types appear after the dash on the type line of creatures.

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

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

Note:
2004-10-04 - The ability only triggers once per combat.

Amphin Cutthroat
3U
Creature - Salamander Rogue
(2/4)


Amphin Pathmage
3U
Creature - Salamander Wizard
(3/2)
{2}{U}: Target creature can't be blocked this turn.

Note:
2014-07-18 - Activating the ability after blockers have been declared won't have any effect. It won't change or undo any blocks.

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

Note:
2009-10-01 - A creature with power 3 or greater can't be declared as a blocker for Amrou Kithkin. If the power of a creature that's already blocking Amrou Kithkin is increased to 3 or greater, it will continue to block Amrou Kithkin.

Amrou Scout
1W
Creature - Kithkin Rebel Scout
(2/1)
{4}, {TAP}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.

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

Amugaba
5UU
Creature - Illusion
(6/6)
Flying

{2}{U}, Discard a card: Return Amugaba to its owner's hand.

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

Amulet of Quoz
6
Artifact
Remove Amulet of Quoz from your deck before playing if you're not playing for ante.

{TAP}, Sacrifice Amulet of Quoz: Target opponent may ante the top card of his or her library. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate this ability only during your upkeep.

Amulet of Unmaking
5
Artifact
{5}, {TAP}, Exile Amulet of Unmaking: Exile target artifact, creature, or land. Activate this ability only any time you could cast a sorcery.

Note:
2013-04-15 - If you cast this as normal during your main phase, it will enter the battlefield and you'll receive priority. If no abilities trigger because of this, you can activate its ability immediately, before any other player has a chance to remove it from the battlefield.

Amulet of Vigor
1
Artifact
Whenever a permanent enters the battlefield tapped and under your control, untap it.

Note:
2010-03-01 - If you control more than one Amulet of Vigor, each Amulet's ability triggers when a permanent enters the battlefield tapped and under your control. The first ability that resolves will untap that permanent. If the permanent somehow becomes tapped again before the next ability resolves, the next ability will untap it as well (and so on).
2010-03-01 - For Amulet of Vigor's ability to trigger, a permanent must enter the battlefield tapped due to an effect that says "put [the permanent] onto the battlefield tapped," "[this permanent] enters the battlefield tapped," or the like. If it enters the battlefield untapped, the ability won't trigger, even if you tap that permanent afterward.

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

An-Havva Inn
1GG
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.

An-Havva Township

Land
{TAP}: Add {1} to your mana pool.



{1}, {TAP}: Add {G} to your mana pool.



{2}, {TAP}: Add {R} or {W} to your mana pool.

An-Zerrin Ruins
2RR
Enchantment
As An-Zerrin Ruins enters the battlefield, choose a creature type.

Creatures of the chosen type don't untap during their controllers' untap steps.

Ana Battlemage
2G
Creature - Human Wizard
(2/2)
Kicker {2}{U} and/or {1}{B} (You may pay an additional {2}{U} and/or {1}{B} as you cast this spell.)

When Ana Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, target player discards three cards.

When Ana Battlemage enters the battlefield, if it was kicked with its {1}{B} kicker, tap target untapped creature and that creature deals damage equal to its power to its controller.

Note:
2007-02-01 - The second triggered ability targets an untapped creature. If there are no other untapped creatures when Ana Battlemage enters the battlefield, it must target Ana Battlemage. If the target becomes tapped by the time the ability tries to resolve, the ability will be countered.

Ana Disciple
G
Creature - Human Wizard
(1/1)
{U}, {TAP}: Target creature gains flying until end of turn.

{B}, {TAP}: Target creature gets -2/-0 until end of turn.

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

Note:
2004-10-04 - The creature either gets +1/+1 or +5/+5, never +6/+6.

Anaba Ancestor
1R
Creature - Minotaur Spirit
(1/1)
{TAP}: Another target Minotaur creature gets +1/+1 until end of turn.

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

Anaba Shaman
3R
Creature - Minotaur Shaman
(2/2)
{R}, {TAP}: Anaba Shaman deals 1 damage to target creature or player.

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

Note:
2009-10-01 - Anaba Spirit Crafter's ability affects all Minotaurs, including Anaba Spirit Crafter itself.

Anaconda
3G
Creature - Snake
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Anafenza, the Foremost
WBG
Legendary Creature - Human Soldier
(4/4)
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control.

If a creature card would be put into an opponent's graveyard from anywhere, exile it instead.

Note:
2014-09-20 - Anafenza's first ability can target any tapped creature you control. That creature doesn't necessarily have to be attacking.
2014-09-20 - While Anafenza is on the battlefield, abilities that trigger whenever a nontoken creature your opponent owns dies won't trigger, as that card will never reach that player's graveyard. (Token creatures will still go to the graveyard briefly before ceasing to exist.)
2014-09-20 - If your opponent discards a creature card while Anafenza is on the battlefield, abilities that function when a card is discarded (such as madness) still work, even though that card never reaches a graveyard. In addition, spells or abilities that check the characteristics of a discarded card (such as Chandra Ablaze's first ability) can find that card in exile.
2014-09-20 - Anafenza's last ability cares only what the card would be in the zone it's moving from, not what it would be in the graveyard. For example, if a land card you control becomes a creature due to an effect and then dies, the land card will be exiled. But if a creature card with bestow is an Aura when it would be put into the graveyard, it ends up in the graveyard.

Anarchist
4R
Creature - Human Wizard
(2/2)
When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand.

Anarchy
2RR
Sorcery
Destroy all white permanents.

Anathemancer
1BR
Creature - Zombie Wizard
(2/2)
When Anathemancer enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls.

Unearth {5}{B}{R} ({5}{B}{R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Anavolver
3G
Creature - Volver
(3/3)
Kicker {1}{U} and/or {B} (You may pay an additional {1}{U} and/or {B} as you cast this spell.)

If Anavolver was kicked with its {1}{U} kicker, it enters the battlefield with two +1/+1 counters on it and with flying.

If Anavolver was kicked with its {B} kicker, it enters the battlefield with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver."

Anax and Cymede
1RW
Legendary Creature - Human Soldier
(3/2)
First strike, vigilance

Heroic - Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.

Note:
2013-09-15 - Only creatures you control when the heroic ability resolves will get the bonuses. Creatures that come under your control later in the turn will not.
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Ancestor's Chosen
5WW
Creature - Human Cleric
(4/4)
First strike (This creature deals combat damage before creatures without first strike.)

When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.

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

Note:
2004-10-04 - Since the ability does not have the {Tap} symbol, you can use the ability before this creature begins a turn under your control.
2004-10-04 - It can tap itself but is not required to do so.

Ancestral Knowledge
1U
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order.

When Ancestral Knowledge leaves the battlefield, shuffle your library.

Ancestral Mask
2G
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each other enchantment on the battlefield.

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

Note:
2004-10-04 - If there are less than 7 cards in the library, look at all of them. Put two into your hand, and the rest in the graveyard.
2004-10-04 - This is not considered a draw or a discard.

Ancestral Recall
U
Instant
Target player draws three cards.

Ancestral Tribute
5WW
Sorcery
You gain 2 life for each card in your graveyard.

Flashback {9}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Ancestral Vision

Sorcery
Suspend 4-{U} (Rather than cast this card from your hand, pay {U} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)

Target player draws three cards.

Note:
2006-10-15 - This has no mana cost, which means it can't normally be cast as a spell. You could, however, cast it via some alternate means, like with Fist of Suns or Mind's Desire.
2006-10-15 - This has no mana cost, which means it can't be cast with the Replicate ability of Djinn Illuminatus or by somehow giving it Flashback.
2013-06-07 - You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effect that affects when you could cast it (such as flash) and any other effects that could stop you from casting it (such as Meddling Mage's effect) to determine if and when you can do this. Whether or not you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or requires a target even if no legal targets are available at that time.
2013-06-07 - Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
2013-06-07 - If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
2013-06-07 - If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again during the card's owner's next upkeep.
2013-06-07 - When the last time counter is removed, the second triggered ability of suspend will trigger. It doesn't matter why the last time counter was removed or what effect removed it.
2013-06-07 - If the second triggered ability of suspend (the one that lets you cast the card) is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
2013-06-07 - If you can't cast the card, perhaps because there are no legal targets available, it remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - If the spell has any mandatory additional costs, you must pay those if able. However, if an additional cost includes a mana payment, you are forced to pay that cost only if there's enough mana in your mana pool at the time you cast the spell. You aren't forced to activate any mana abilities, although you may do so if you wish.
2013-06-07 - A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it (or, in some rare cases, gains control of the creature spell itself).
2013-06-07 - Although originally printed with a characteristic-defining ability that defined its color, this card now has a color indicator. This color indicator can't be affected by text-changing effects (such as the one created by Crystal Spray), although color-changing effects can still overwrite it.

Ancient Amphitheater

Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped.

{TAP}: Add {R} or {W} to your mana pool.

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

Ancient Den

Artifact Land
(Ancient Den isn't a spell.)

{TAP}: Add {W} to your mana pool.

Ancient Grudge
1R
Instant
Destroy target artifact.

Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Ancient Hellkite
4RRR
Creature - Dragon
(6/6)
Flying

{R}: Ancient Hellkite deals 1 damage to target creature defending player controls. Activate this ability only if Ancient Hellkite is attacking.

Note:
2010-08-15 - After Ancient Hellkite is declared as an attacker, or is put onto the battlefield attacking, its second ability may be activated. Unless Ancient Hellkite leaves combat, it continues to be attacking (so its ability may still be activated) through the end of combat step.

Ancient Hydra
4R
Creature - Hydra
(5/1)
Fading 5 (This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

{1}, Remove a fade counter from Ancient Hydra: Ancient Hydra deals 1 damage to target creature or player.

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

Note:
2004-10-04 - Making a permanent colorless does not make it into an artifact.

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

Note:
2004-10-04 - You add up the converted mana cost of all other creatures you control. Remember that tokens and face-down creatures have a cost of zero.

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

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

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

Ancient Spring

Land
Ancient Spring enters the battlefield tapped.

{TAP}: Add {U} to your mana pool.

{TAP}, Sacrifice Ancient Spring: Add {W}{B} to your mana pool.

Ancient Stirrings
G
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order. (Cards with no colored mana in their mana costs are colorless. Lands are also colorless.)

Ancient Tomb

Land
{TAP}: Add {2} to your mana pool. Ancient Tomb deals 2 damage to you.

Ancient Ziggurat

Land
{TAP}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell.

Note:
2009-02-01 - Mana produced by Ancient Ziggurat can be spent on any part of a creature spell's total cost. This includes additional costs (such as kicker) and alternative costs (such as evoke or Worldheart Phoenix's alternative cost).
2009-02-01 - Mana produced by Ancient Ziggurat can't be spent on activated abilities that put a creature card directly onto the battlefield, such as unearth or ninjutsu.

Andradite Leech
2B
Creature - Leech
(2/2)
Black spells you cast cost {B} more to cast.

{B}: Andradite Leech gets +1/+1 until end of turn.

Angel of Despair
3WWBB
Creature - Angel
(5/5)
Flying

When Angel of Despair enters the battlefield, destroy target permanent.

Angel of Finality
3W
Creature - Angel
(3/4)
Flying

When Angel of Finality enters the battlefield, exile all cards from target player's graveyard.

Angel of Flight Alabaster
4W
Creature - Angel
(4/4)
Flying

At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.

Note:
2011-09-22 - The Spirit card must already be in your graveyard when the ability triggers at the beginning of your upkeep. If there is no Spirit card in your graveyard when your upkeep begins, the ability will be removed from the stack with no effect.

Angel of Fury
4WW
Creature - Angel
(3/5)
Flying

When Angel of Fury dies, you may shuffle it into its owner's library.

Note:
2008-10-01 - If Angel of Fury is removed from the graveyard after the ability triggers but before it resolves, it won't get shuffled into its owner's library. Similarly, if a replacement effect has the Incarnation move to a different zone instead of being put into the graveyard, the ability won't trigger at all.
2008-10-01 - Angel of Fury's second ability is a leaves-the-battlefield ability. Because it works only from on the battlefield, it behaves differently than the _Lorwyn_ Incarnations. When Angel of Fury is put into a graveyard from the battlefield, it will look back in time (to the point just before it left the battlefield) to see if its ability triggers. That means the following: -- If Angel of Fury lost its triggered ability while on the battlefield (due to Snakeform, for example) and then was destroyed, the ability would not trigger. Angel of Fury would stay in its owner's graveyard. -- If Angel of Fury had its triggered ability when it left the battlefield, but lost it when it was put into the graveyard (due to Yixlid Jailer, for example), the ability would still trigger. Angel of Fury would be shuffled into its owner's library.

Angel of Glory's Rise
5WW
Creature - Angel
(4/6)
Flying

When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.

Note:
2012-05-01 - Only Zombie permanents on the battlefield are exiled. Zombie cards in other zones are not.

Angel of Jubilation
1WWW
Creature - Angel
(3/3)
Flying

Other nonblack creatures you control get +1/+1.

Players can't pay life or sacrifice creatures to cast spells or activate abilities.

Note:
2012-05-01 - If a spell or activated ability has a cost that requires a player to pay life (as Griselbrand's activated ability does) or sacrifice a creature (as Fling does), that spell or ability can't be cast or activated.
2012-05-01 - Other things may still cause players to pay life or sacrifice creatures, such as a resolving spell or ability.
2012-05-01 - Angel of Jubilation's last ability doesn't look for specific words on other cards. Rather, it stops players from taking specific actions. For example, you couldn't activate an ability with an activation of cost of "Sacrifice an artifact:" by sacrificing an artifact creature (although you could sacrifice a noncreature artifact).

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

Angel of Mercy
4W
Creature - Angel
(3/3)
Flying

When Angel of Mercy enters the battlefield, you gain 3 life.

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

Angel of Salvation
6WW
Creature - Angel
(5/5)
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Flying

When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.

Note:
2007-05-01 - You choose how the damage prevention shields will be divided when you put the triggered ability on the stack. The number of targets must be at least one and at most five.
2014-07-18 - The rules for convoke have changed slightly since it last appeared in an expansion. Previously, convoke reduced the cost to cast a spell. Under current rules, you tap creatures at the same time you pay the spell's costs. Tapping a creature this way is simply another way to pay.
2014-07-18 - Convoke doesn't change a spell's mana cost or converted mana cost.
2014-07-18 - When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated.
2014-07-18 - Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
2014-07-18 - Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
2014-07-18 - When using convoke to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap creatures you control to help pay that cost. For example, if you cast Chord of Calling (a spell with convoke and mana cost {X}{G}{G}{G}) and choose X to be 3, the total cost is {3}{G}{G}{G}. If you tap two green creatures and two red creatures, you'll have to pay {1}{G}.
2014-07-18 - If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped when you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.

Angel of Serenity
4WWW
Creature - Angel
(5/6)
Flying

When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards.

When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.

Note:
2012-10-01 - If Angel of Serenity leaves the battlefield before its enters-the-battlefield ability has resolved, its leaves-the-battlefield ability will trigger and do nothing. Then the enters-the-battlefield ability will resolve and exile the targeted creatures and/or creature cards indefinitely.
2013-01-24 - You choose up to three total targets from among other creatures on the battlefield and creature cards in graveyards. You may choose zero targets.
2013-01-24 - You choose the targets as part of putting the enters-the-battlefield trigger on the stack. Because that ability includes “you may,” you choose whether to exile the targets when the ability resolves.
2013-01-24 - If a creature targeted by the enters-the-battlefield ability dies before that ability resolves, it will become an illegal target even though it may be a creature card in a graveyard when the ability resolves. It won't be exiled.

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

Note:
2009-10-01 - The ability triggers whenever any player, not just you, casts a white spell.
2009-10-01 - If a player casts a white spell, Angel's Feather's ability triggers and is put on the stack on top of that spell. Angel's Feather's ability will resolve (causing you to gain 1 life) before the spell does.

Angel's Grace
W
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)

You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Note:
2006-09-25 - The last sentence applies only if your life total is being reduced by damage. Other effects or costs (such as "lose 1 life" or "pay 1 life") can reduce your life total below 1 as normal.
2006-09-25 - You can't pay more life than you have.
2006-09-25 - If your life total goes below 1, being dealt damage will not increase it back up to 1.
2006-09-25 - After the effect wears off during the cleanup step, you'll lose the game if your total is 0 or less (or you have ten or more poison counters).
2006-09-25 - Angel's Grace doesn't prevent damage. It only changes the result of damage dealt to you. For example, a creature with lifelink that deals damage to you will still cause its controller to gain life, even if that damage would reduce your life total to less than 1.
2013-06-07 - Players still get priority while a card with split second is on the stack.
2013-06-07 - Split second doesn't prevent players from activating mana abilities.
2013-06-07 - Split second doesn't prevent triggered abilities from triggering. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
2013-06-07 - Split second doesn't prevent players from performing special actions. Notably, players may turn face-down creatures face up while a spell with split second is on the stack.
2013-06-07 - Casting a spell with split second won't affect spells and abilities that are already on the stack.
2013-06-07 - If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.

Angel's Herald
W
Creature - Human Cleric
(1/1)
{2}{W}, {TAP}, Sacrifice a green creature, a white creature, and a blue creature: Search your library for a card named Empyrial Archangel and put it onto the battlefield. Then shuffle your library.

Note:
2008-10-01 - To activate the ability, you must sacrifice three different creatures. You can't sacrifice just one three-colored creature, for example.
2008-10-01 - You may sacrifice multicolored creatures as part of the cost of the search ability. If you sacrifice a multicolored creature this way, specify which part of the cost that creature is satisfying.
2008-10-01 - You may sacrifice the Herald itself to help pay for the cost of its ability.

Angel's Mercy
2WW
Instant
You gain 7 life.

Angel's Tomb
3
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.

Note:
2012-05-01 - If Angel's Tomb is already a creature when a creature enters the battlefield, its ability will override any effects that set its power and toughness to specific values, but other changes to its power and toughness will still apply.

Angel's Trumpet
3
Artifact
All creatures have vigilance.

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

Note:
2004-10-04 - Angel's Trumpet affects creatures with Defender and other creatures that can't attack for some reason.
2004-10-04 - It does not affect creatures which did not attack, but which are already tapped at the time the ability resolves.

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

Angelheart Vial
5
Artifact
Whenever you're dealt damage, you may put that many charge counters on Angelheart Vial.

{2}, {TAP}, Remove four charge counters from Angelheart Vial: You gain 2 life and draw a card.

Note:
2010-06-15 - If you're dealt enough damage to reduce your life total to 0 or less, you'll lose the game before you can put charge counters on Angelheart Vial.

Angelic Accord
3W
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, put a 4/4 white Angel creature token with flying onto the battlefield.

Note:
2013-07-01 - Angelic Accord's ability checks how much life you've gained during the turn, not what your life total is compared to what it was when the turn began. For example, if you start the turn at 10 life, gain 6 life during the turn, then lose 6 life later that turn, the ability will trigger.
2013-07-01 - If you haven't gained 4 or more life during the turn when the end step begins, the ability won't trigger at all. Gaining life during the end step won't cause the ability to trigger.
2013-07-01 - In a Two-Headed Giant game, life gained by your teammate isn't considered, even though it causes your team's life total to increase.

Angelic Arbiter
5WW
Creature - Angel
(5/6)
Flying

Each opponent who cast a spell this turn can't attack with creatures.

Each opponent who attacked with a creature this turn can't cast spells.

Note:
2010-08-15 - During your turn, Angelic Arbiter's abilities have no effect on the game.
2010-08-15 - During an opponent's turn, that opponent may either cast spells or attack with creatures, but not both (assuming that Angelic Arbiter is on the battlefield for the entirety of that turn). The player may perform other actions, such as activating abilities and playing lands.
2010-08-15 - If Angelic Arbiter leaves the battlefield during an opponent's turn, its abilities cease to affect the game. For example, if an opponent casts Doom Blade to destroy Angelic Arbiter, that player may then attack with creatures.
2010-08-15 - If Angelic Arbiter enters the battlefield during an opponent's turn, its abilities take actions that player performed earlier in the turn into account, even though it wasn't on the battlefield at the time. For example, if an opponent casts a spell, then you use Leyline of Anticipation's ability to cast Angelic Arbiter as though it had flash, that player won't be able to attack with creatures that turn.
2010-08-15 - Angelic Arbiter's last ability applies if an opponent attacked with at least one creature during the current turn.

Angelic Armaments
3
Artifact - Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types.

Equip {4}

Angelic Benediction
3W
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, you may tap target creature.

Note:
2008-10-01 - If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
2008-10-01 - If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won't trigger.
2008-10-01 - Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
2008-10-01 - Exalted abilities will resolve before blockers are declared.
2008-10-01 - Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
2008-10-01 - In a Two-Headed Giant game, a creature "attacks alone" if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.
2012-07-01 - The creature you target with the last ability will become tapped before blockers are declared.

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

Angelic Chorus
3WW
Enchantment
Whenever a creature enters the battlefield under your control, you gain life equal to its toughness.

Note:
2004-10-04 - This does not trigger on a permanent being turned into a creature. That is just a permanent changing type, not something entering the battlefield.
2004-10-04 - Angelic Chorus does not trigger when creatures phase in or change controllers.

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

Angelic Destiny
2WW
Enchantment - Aura
Enchant creature

Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.

When enchanted creature dies, return Angelic Destiny to its owner's hand.

Note:
2011-09-22 - If the creature dies before the Angelic Destiny spell resolves, Angelic Destiny will go to its owner's graveyard. It won't return to its owner's hand.
2011-09-22 - If Angelic Destiny is no longer in a graveyard when its triggered ability resolves, it won't be returned to its owner's hand.

Angelic Edict
4W
Sorcery
Exile target creature or enchantment.

Angelic Favor
3W
Instant
If you control a Plains, you may tap an untapped creature you control rather than pay Angelic Favor's mana cost.

Cast Angelic Favor only during combat.

Put a 4/4 white Angel creature token with flying onto the battlefield. Exile it at the beginning of the next end step.

Angelic Overseer
3WW
Creature - Angel
(5/3)
Flying

As long as you control a Human, Angelic Overseer has hexproof and indestructible.

Note:
2011-09-22 - If you control a Human, and an effect tries to destroy each Human you control and Angelic Overseer simultaneously, Angelic Overseer won't be destroyed.
2011-09-22 - If you control a Human, and lethal damage is dealt to Angelic Overseer, that damage will remain marked on it that turn. If later in the turn you no longer control a Human, Angelic Overseer will be destroyed.

Angelic Page
1W
Creature - Angel Spirit
(1/1)
Flying

{TAP}: Target attacking or blocking creature gets +1/+1 until end of turn.

Angelic Protector
3W
Creature - Angel
(2/2)
Flying

Whenever Angelic Protector becomes the target of a spell or ability, Angelic Protector gets +0/+3 until end of turn.

Note:
2009-10-01 - The ability triggers when Angelic Protector is chosen as a target for a spell or ability. The Protectors ability will be put on the stack above that spell or ability, and so resolve first.

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

Note:
2004-10-04 - If multiple creatures go to the graveyard at once, Angelic Renewal triggers multiple times, but it can only be sacrificed once and only brings back one creature.
2004-10-04 - If this card goes to the graveyard at the same time as a creature or sometime between when the creature left the battlefield and when the triggered ability resolves, then you will not be able to sacrifice this card and the creature can't be returned to the battlefield.
2008-04-01 - If an animated permanent that's not normally a creature is put into your graveyard from the battlefield, Angelic Renewal can return that card to the battlefield.
2008-04-01 - If a token creature is put into your graveyard from the battlefield, you can sacrifice Angelic Renewal, but nothing will be returned to the battlefield.

Angelic Shield
WU
Enchantment
Creatures you control get +0/+1.

Sacrifice Angelic Shield: Return target creature to its owner's hand.

Note:
2009-10-01 - Angelic Shield goes to the graveyard when you activate the ability, but the targeted creature does not get returned until the ability resolves. All your creatures lose the bonus while the ability is on the stack which may result in the targeted creature being destroyed before the return can take effect.

Angelic Skirmisher
4WW
Creature - Angel
(4/4)
Flying

At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.

Note:
2013-01-24 - You choose which ability creatures you control will gain when Angelic Skirmisher's ability resolves. This happens before attacking creatures are declared.
2013-01-24 - Only creatures you control when the ability resolves will gain the chosen ability. Creatures that come under your control later in the turn will not gain the ability.

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

Note:
2004-10-04 - You get the bonus if all of your creatures are white or artifact even if they also have other colors or qualities. So, if your only creature is a white and green creature, or a red artifact creature, you would get the bonus.

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

Flying

Angelsong
1W
Instant
Prevent all combat damage that would be dealt this turn.

Cycling {2} ({2}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Anger
3R
Creature - Incarnation
(2/2)
Haste

As long as Anger is in your graveyard and you control a Mountain, creatures you control have haste.

Note:
2004-10-04 - The timestamp for the "in your graveyard" ability is set at the time that this card goes to your graveyard, regardless of whether you control a Mountain at that time.

Anger of the Gods
1RR
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.

Note:
2013-09-15 - Creatures don't necessarily have to be dealt lethal damage by Anger of the Gods to be exiled. After being dealt damage, if they would die for any reason that turn, they'll be exiled instead.

Angry Mob
2WW
Creature - Human
(2+*/2+*)
Trample

As long as it's your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. As long as it's not your turn, Angry Mob's power and toughness are each 2.

Angus Mackenzie
GWU
Legendary Creature - Human Cleric
(2/2)
{G}{W}{U}, {TAP}: Prevent all combat damage that would be dealt this turn. Activate this ability only before the combat damage step.

Animal Boneyard
2W
Enchantment - Aura
Enchant land

Enchanted land has "{TAP}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."

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

Animar, Soul of Elements
URG
Legendary Creature - Elemental
(1/1)
Protection from white and from black

Whenever you cast a creature spell, put a +1/+1 counter on Animar, Soul of Elements.

Creature spells you cast cost {1} less to cast for each +1/+1 counter on Animar.

Note:
2011-09-22 - The triggered ability triggers only when a creature spell is cast, after costs are paid. The counter put on Animar for each creature spell cast won't affect the cost of that creature spell, only future ones.
2011-09-22 - The triggered ability will resolve before the creature spell does.
2011-09-22 - If the creature spell is countered, you'll still put a +1/+1 counter on Animar.

Animate Artifact
3U
Enchantment - Aura
Enchant artifact

As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its converted mana cost.

Note:
2008-08-01 - This card has been returned to its original functionality. If it is enchanting an artifact that's already a creature, it won't change its power and toughness.
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Animate Dead
1B
Enchantment - Aura
Enchant creature card in a graveyard

When Animate Dead enters the battlefield, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Animate Dead." Return enchanted creature card to the battlefield under your control and attach Animate Dead to it. When Animate Dead leaves the battlefield, that creature's controller sacrifices it.

Enchanted creature gets -1/-0.

Note:
2004-10-04 - When putting a card onto the battlefield that requires a definition for its value or some other choice, you do what is needed to define the value or make the choice.
2007-09-16 - This is a new wording. Animate Dead is now an Aura. You target a creature card in a graveyard when you cast it. It enters the battlefield attached to that card. Then it returns that card to the battlefield, and attaches itself to that card again (since the card is treated as a new object on the battlefield).
2007-09-16 - Once the creature is returned to the battlefield, Animate Dead can't be attached to anything other than it (unless Animate Dead somehow manages to put a different creature onto the battlefield). Attempting to move Animate Dead to another creature won't work.
2008-04-01 - If the creature card put onto the battlefield has Protection from Black (or anything that prevents this from legally being attached), this won't be able to attach to it. Then this will go to the graveyard as a State-Based Action, causing the creature to be sacrificed.
2008-04-01 - A "creature card" is any card with the type Creature, even if it has other types such as Artifact, Enchantment, or Land. Older cards of type Summon are also Creature cards.

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

Note:
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Animate Wall
W
Enchantment - Aura
Enchant Wall

Enchanted Wall can attack as though it didn't have defender.

Note:
2007-09-16 - This is a change from the most recent wording. As was the case in the past, Animate Wall can now enchant only a Wall.

Ankh of Mishra
2
Artifact
Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.

Note:
2004-10-04 - This triggers on any land entering the battlefield. This includes playing a land or putting a land onto the battlefield using a spell or ability.
2004-10-04 - It determines the land's controller at the time the ability resolves. If the land leaves the battlefield before the ability resolves, the land's last controller before it left is used.

Ankle Shanker
2RWB
Creature - Goblin Berserker
(2/2)
Haste

Whenever Ankle Shanker attacks, creatures you control gain first strike and deathtouch until end of turn.

Annex
2UU
Enchantment - Aura
Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

You control enchanted land.

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

Draw a card.

Annihilating Fire
1RR
Instant
Annihilating Fire deals 3 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.

Note:
2012-10-01 - The creature can still regenerate.
2012-10-01 - A creature dealt damage by Annihilating Fire that dies this turn will be exiled even if it wasn't the target of Annihilating Fire (say, because the damage was redirected somehow).
2012-10-01 - A creature dealt damage by Annihilating Fire will be exiled no matter why the creature would die. It could be destroyed by another spell or ability.

Annul
U
Instant
Counter target artifact or enchantment spell.

Anodet Lurker
5
Artifact Creature - Construct
(3/3)
When Anodet Lurker dies, you gain 3 life.

Anoint
W
Instant
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.)

Prevent the next 3 damage that would be dealt to target creature this turn.

Anowon, the Ruin Sage
3BB
Legendary Creature - Vampire Shaman
(4/3)
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.

Note:
2010-03-01 - When the triggered ability resolves, first you choose which creature you'll sacrifice (if you control any non-Vampire creatures), then each other player in turn order does the same, then all chosen creatures are sacrificed at the same time.
2010-03-01 - If a player controls no creatures, or if all creatures a player controls are Vampires, that player simply doesn't sacrifice anything.

Ant Queen
3GG
Creature - Insect
(5/5)
{1}{G}: Put a 1/1 green Insect creature token onto the battlefield.

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

Note:
2004-10-04 - It looks back over the entire turn even if this card was not on the battlefield at the time.

Anthem of Rakdos
2BRR
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and Anthem of Rakdos deals 1 damage to you.

Hellbent - As long as you have no cards in hand, if a source you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Note:
2006-05-01 - The first ability triggers once for each creature you attack with. If you attack with three creatures, for example, they'll each get +2/+0 and you'll be dealt 3 damage.
2006-05-01 - The hellbent ability doubles the damage dealt to you by Anthem of Rakdos itself.
2006-05-01 - If damage that would be dealt to a player or creature is affected by both Anthem of Rakdos and a damage prevention effect, that player or that creature's controller chooses the order to apply the effects. In most cases that player will want to prevent damage, then double what's left.
2006-05-01 - If a source you control would deal damage to multiple creatures and/or players simultaneously, all of that damage is doubled.

Anthousa, Setessan Hero
3GG
Legendary Creature - Human Warrior
(4/5)
Heroic - Whenever you cast a spell that targets Anthousa, Setessan Hero, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.

Note:
2013-09-15 - If a land that hasn't been under your control continuously since your last turn began becomes a creature, it can't attack and its activated abilities that include {T} can't be activated. Notably, it can't be tapped for mana that turn.
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Anthroplasm
2UU
Creature - Shapeshifter
(0/0)
Anthroplasm enters the battlefield with two +1/+1 counters on it.

{X}, {TAP}: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.

Note:
2009-10-01 - While Anthroplasm does become 0/0 for a moment while its ability resolves, state-based actions are not checked until the ability has finished resolving. By that time, it will have some +1/+1 counters on it (assuming X was greater than 0), and so will not be put into its owner's graveyard.

Anti-Magic Aura
2U
Enchantment - Aura
Enchant creature

Enchanted creature can't be the target of spells and can't be enchanted by other Auras.

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

Note:
2008-08-01 - If a nontoken creature that gains persist this way is put into a graveyard, that card will be returned to the battlefield with a -1/-1 counter on it. However, because it's a new object with no relation to its previous existence, that permanent will not have persist.
2008-08-01 - If a creature has multiple instances of persist, the result is largely the same as having just one instance of persist. When the creature is put into a graveyard, each persist ability will trigger. The first one to resolve will return the creature to the battlefield with a -1/-1 counter on it. The rest will do nothing.
2013-06-07 - If a creature with persist stops being a creature, persist will still work.
2013-06-07 - The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
2013-06-07 - If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
2013-06-07 - If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
2013-06-07 - When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
2013-06-07 - If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of his or her persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
2013-06-07 - If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.

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

Anurid Brushhopper
1GW
Creature - Frog Beast
(3/4)
Discard two cards: Exile Anurid Brushhopper. Return it to the battlefield under its owner's control at the beginning of the next end step.

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

Anurid Scavenger
2G
Creature - Frog Beast
(3/3)
Protection from black

At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.

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

{1}{G}: Anurid Swarmsnapper can block an additional creature this turn.

Anvil of Bogardan
2
Artifact
Players have no maximum hand size.

At the beginning of each player's draw step, that player draws an additional card, then discards a card.

Note:
2004-10-04 - If the draw part of the effect is skipped due to a replacement effect, the discard part of the effect is not skipped.
2009-10-01 - If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and then put Anvil of Bogardan onto the battlefield, you'll have no maximum hand size. However, if those permanents entered the battlefield in the opposite order, your maximum hand size would be two.
2013-04-15 - The triggered ability is put onto the stack after you have already drawn your card for the turn.
2013-04-15 - If there are two Anvils on the battlefield, they trigger and resolve separately. This means that you first draw one card and discard one card, and then do it again. You do not draw two cards and then discard two cards.

Anvilwrought Raptor
4
Artifact Creature - Bird
(2/1)
Flying, first strike

Apathy
U
Enchantment - Aura
Enchant creature

Enchanted creature doesn't untap during its controller's untap step.

At the beginning of the upkeep of enchanted creature's controller, that player may discard a card at random. If he or she does, untap that creature.

Note:
2008-04-01 - The player may discard a card at random whether the enchanted creature is tapped or not.

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

Apex Hawks
2W
Creature - Bird
(2/2)
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.)

Flying

Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.

Aphetto Alchemist
1U
Creature - Human Wizard
(1/2)
{TAP}: Untap target artifact or creature.

Morph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

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

Note:
2004-10-04 - You need to choose the creature type before choosing the targets.

Aphetto Exterminator
2B
Creature - Human Wizard
(3/1)
Morph {3}{B} (You may cast this card 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.

Note:
2004-10-04 - The trigger occurs when you use the Morph ability to turn the card face up, or when an effect turns it face up. It will not trigger on being revealed or on leaving the battlefield.

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

Note:
2004-10-04 - Since the ability does not have the {Tap} symbol, you can use the ability before this creature begins a turn under your control.
2004-10-04 - It can tap itself but is not required to do so.

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

Note:
2007-05-01 - Triggers when any permanent is turned face up, not just a creature.

Aphetto Vulture
4BB
Creature - Zombie Bird
(3/2)
Flying

When Aphetto Vulture dies, you may put target Zombie card from your graveyard on top of your library.

Note:
2004-10-04 - The ability can be used to return itself to the top of your library if it is still in your graveyard when the ability resolves.

Aphotic Wisps
B
Instant
Target creature becomes black and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)

Draw a card.

Note:
2008-05-01 - An effect that changes a permanent's colors overwrites all its old colors unless it specifically says "in addition to its other colors." For example, after Cerulean Wisps resolves, the affected creature will just be blue. It doesn't matter what colors it used to be (even if, for example, it used to be blue and black).
2008-05-01 - Changing a permanent's color won't change its text. If you turn Wilt-Leaf Liege blue, it will still affect green creatures and white creatures.
2008-05-01 - Colorless is not a color.

Apocalypse
2RRR
Sorcery
Exile all permanents. You discard your hand.

Apocalypse Chime
2
Artifact
{2}, {TAP}, Sacrifice Apocalypse Chime: Destroy all nontoken permanents originally printed in the Homelands expansion. They can't be regenerated.

Apocalypse Hydra
XRG
Creature - Hydra
(0/0)
Apocalypse Hydra enters the battlefield with X +1/+1 counters on it. If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it.

{1}{R}, Remove a +1/+1 counter from Apocalypse Hydra: Apocalypse Hydra deals 1 damage to target creature or player.

Note:
2009-02-01 - For example, if X is 4, Apocalypse Hydra enters the battlefield with four +1/+1 counters on it, but if X is 5, it enters the battlefield with ten +1/+1 counters on it.
2009-02-01 - The first ability checks the number you chose for X, not the amount of mana you actually spent.

Apostle's Blessing
1(P|W)
Instant
(({P|W}) can be paid with either {W} or 2 life.)

Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.

Note:
2011-06-01 - A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
2011-06-01 - To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
2011-06-01 - As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
2011-06-01 - If you're at 1 life or less, you can't pay 2 life.
2011-06-01 - Phyrexian mana is not a new color. Players can't add Phyrexian mana to their mana pools.
2011-06-01 - You choose the target as part of casting the spell. You choose what attribute the target gains protection from when the spell resolves.
2011-06-01 - Any Equipment attached to a creature that gains protection from artifacts will become unattached.

Apothecary Initiate
W
Creature - Kithkin Cleric
(1/1)
Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life.

Appetite for Brains
B
Sorcery
Target opponent reveals his or her hand. You choose a card from it with converted mana cost 4 or greater and exile that card.

Note:
2012-05-01 - If a card in a player's hand has {X} in its mana cost, X is 0.

Apprentice Necromancer
1B
Creature - Zombie Wizard
(1/1)
{B}, {TAP}, Sacrifice Apprentice Necromancer: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.

Apprentice Sorcerer
2U
Creature - Human Wizard
(1/1)
{TAP}: Apprentice Sorcerer deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared.

Note:
2013-09-20 - If a turn has multiple combat phases, the ability can only be activated before the beginning of the declare attackers step of the first combat phase in that turn.

Apprentice Wizard
1UU
Creature - Human Wizard
(0/1)
{U}, {TAP}: Add {3} to your mana pool.

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

Note:
2013-04-15 - Effects that switch power and toughness apply after all other effects that change power and/or toughness, regardless of which effect was created first.
2013-04-15 - Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

Aquamorph Entity
2UU
Creature - Shapeshifter
(*/*)
As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5.

Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2007-02-01 - The first ability is a replacement effect. The choice is made as Aquamorph Entity is turned face up (or enters the battlefield); it turns face up (or enters the battlefield) as a creature of that size. It doesn't become a 0/0 and then a creature of the chosen size.
2007-02-01 - If a creature enters the battlefield as a copy of a face-up Aquamorph Entity, or a Vesuvan Shapeshifter turns face up as a copy of one, the controller of the creature entering the battlefield gets to make the choice.
2007-02-01 - If a creature that's already on the battlefield becomes a copy of a face-up Aquamorph Entity, its power and toughness become the power and toughness that were chosen for the Entity.

Aquastrand Spider
1G
Creature - Spider Mutant
(0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)

{G}: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)

Aqueous Form
U
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked.

Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Note:
2013-09-15 - When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
2013-09-15 - You choose how to order cards returned to your library after scrying no matter where you put them.
2013-09-15 - You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
2013-09-15 - Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

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

Aquus Steed
3U
Creature - Beast
(1/3)
{2}{U}, {TAP}: Target creature gets -2/-0 until end of turn.

Araba Mothrider
1W
Creature - Human Samurai
(1/1)
Flying

Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

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

Arachnus Spinner
5G
Creature - Spider
(5/7)
Reach (This creature can block creatures with flying.)

Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle it.

Note:
2011-09-22 - You can tap any untapped Spider you control, including one you haven't controlled continuously since the beginning of your most recent turn, to pay the cost of Arachnus Spinner's activated ability. You can even tap Arachnus Spinner itself to pay this cost.
2011-09-22 - If you choose to search your library this way, you don't have to find a card named Arachnus Web, even if one is there. You'll still shuffle your library after searching it.
2011-09-22 - If you choose to search your graveyard this way, you must find a card named Arachnus Web if one is there.
2011-09-22 - You may search both your graveyard and your library, but you can find a maximum of one card named Arachnus Web.

Arachnus Web
2G
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.

Note:
2011-09-22 - The last ability checks at the beginning of each turn's end step, not just your turn's.
2011-09-22 - If the enchanted creature's power isn't 4 or greater when the end step begins, the last ability won't trigger at all.
2011-09-22 - If the ability triggers, but the enchanted creature's power is reduced to 3 or less before the ability resolves, the ability will have no effect. Arachnus Web won't be destroyed.
2011-09-22 - If Arachnus Web enters the battlefield attached to an attacking or blocking creature (due to Arachnus Spinner's ability, for example), that creature will continue to attack or block.
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Arashi, the Sky Asunder
3GG
Legendary Creature - Spirit
(5/5)
{X}{G}, {TAP}: Arashi, the Sky Asunder deals X damage to target creature with flying.

Channel - {X}{G}{G}, Discard Arashi: Arashi deals X damage to each creature with flying.

Arbalest Elite
2WW
Creature - Human Archer
(2/3)
{2}{W}, {TAP}: Arbalest Elite deals 3 damage to target attacking or blocking creature. Arbalest Elite doesn't untap during your next untap step.

Note:
2011-09-22 - If the creature is an illegal target when Arbalest Elite's ability tries to resolve, the ability will be countered and none of its effects will happen. Arbalest Elite will untap during its controller's next untap step.
2011-09-22 - If another player controls Arbalest Elite during your next untap step, the part of the effect that keeps it from untapping does nothing. It won't try to apply during a future untap step.

Arbiter of Knollridge
6W
Creature - Giant Wizard
(5/5)
Vigilance

When Arbiter of Knollridge enters the battlefield, each player's life total becomes the highest life total among all players.

Note:
2007-10-01 - Abilities that trigger when a player gains life may trigger as a result of this ability.
2007-10-01 - In other multiplayer formats, each player's life total is set to the highest life total within his or her range of influence. These changes happen at the same time. For example, if each player has a range of influence of one, and the players in the game are Alice (4 life), Barry (8 life), Carrie (11 life), and Doug (7 life), in that order, then Alice's life total will become 8 and Barry and Doug's life totals will each become 11.
2010-06-15 - In a Two-Headed Giant game, each team chooses one person on that team to gain the appropriate amount of life. This basically means that the triggered ability will set the life total of each team to that of the team with the highest life total.

Arbiter of the Ideal
4UU
Creature - Sphinx
(4/5)
Flying

Inspired - Whenever Arbiter of the Ideal becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.

Note:
2014-02-01 - The manifestation counter is a memory aid only. The permanent will continue to be an enchantment in addition to its other types even if that counter is removed.
2014-02-01 - If you choose to not put the card onto the battlefield, or if the card isn't one of the listed types, it will remain on top of your library. (Note that revealing the card is not optional.)
2014-02-01 - The permanent will be an enchantment as it enters the battlefield and will cause constellation abilities of permanents you control to trigger.
2014-02-01 - Inspired abilities trigger no matter how the creature becomes untapped: by the turn-based action at the beginning of the untap step or by a spell or ability.
2014-02-01 - If an inspired ability triggers during your untap step, the ability will be put on the stack at the beginning of your upkeep. If the ability creates one or more token creatures, those creatures won't be able to attack that turn (unless they gain haste).
2014-02-01 - Inspired abilities don't trigger when the creature enters the battlefield.
2014-02-01 - If the inspired ability includes an optional cost, you decide whether to pay that cost as the ability resolves. You can do this even if the creature leaves the battlefield in response to the ability.

Arbor Colossus
2GGG
Creature - Giant
(6/6)
Reach

{3}{G}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

When Arbor Colossus becomes monstrous, destroy target creature with flying an opponent controls.

Note:
2013-09-15 - Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
2013-09-15 - Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
2013-09-15 - An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.

Arbor Elf
G
Creature - Elf Druid
(1/1)
{TAP}: Untap target Forest.

Arboria
2GG
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during his or her last turn.

Note:
2004-10-04 - This effect modifies the announcement of an attack, so it only works if it is on the battlefield at that time.
2008-10-01 - This has the supertype world. When a world permanent enters the battlefield, any world permanents that were already on the battlefield are put into their owners' graveyards. This is a state-based action called the "world rule." The new world permanent stays on the battlefield. If two world permanents enter the battlefield at the same time, they're both put into their owners' graveyards.
2009-10-01 - Arboria doesn't stop creatures from attacking planeswalkers, regardless of what their controllers did or didn't do during their last turns.
2009-10-01 - Arboria's effect cares whether a player put a nontoken permanent onto the battlefield. It's unusual for an ability to care who did the putting (as opposed to whose control the permanent entered the battlefield under), and requires careful reading of spells and abilities to see which player is instructed to put something onto the battlefield. For example, Exhume causes each player to return a creature card from his or her graveyard to the battlefield. If Exhume's controller has no creature cards in his or her graveyard, but another player does, only that other player puts a permanent onto the battlefield. It doesn't matter who controls the effect.
2009-10-01 - Arboria's effect cares about the actions taken by players, not their results. If a player cast a spell during his or her last turn but that spell was countered, that player may still be attacked. The same is true if a player put a nontoken permanent onto the battlefield during his or her last turn, even if it's no longer on the battlefield by the time that player is attacked.

Arc Blade
3RR
Sorcery
Arc Blade deals 2 damage to target creature or player. Exile Arc Blade with three time counters on it.

Suspend 3-{2}{R} (Rather than cast this card from your hand, you may pay {2}{R} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)

Note:
2013-06-07 - You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effect that affects when you could cast it (such as flash) and any other effects that could stop you from casting it (such as Meddling Mage's effect) to determine if and when you can do this. Whether or not you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or requires a target even if no legal targets are available at that time.
2013-06-07 - Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
2013-06-07 - If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
2013-06-07 - If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again during the card's owner's next upkeep.
2013-06-07 - When the last time counter is removed, the second triggered ability of suspend will trigger. It doesn't matter why the last time counter was removed or what effect removed it.
2013-06-07 - If the second triggered ability of suspend (the one that lets you cast the card) is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
2013-06-07 - If you can't cast the card, perhaps because there are no legal targets available, it remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - If the spell has any mandatory additional costs, you must pay those if able. However, if an additional cost includes a mana payment, you are forced to pay that cost only if there's enough mana in your mana pool at the time you cast the spell. You aren't forced to activate any mana abilities, although you may do so if you wish.
2013-06-07 - A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it (or, in some rare cases, gains control of the creature spell itself).

Arc Lightning
2R
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three target creatures and/or players.

Note:
2014-09-20 - You choose how many targets Arc Lightning has and how the damage is divided as you cast the spell. Each target must receive at least 1 damage.
2014-09-20 - If some of the creatures are illegal targets as Arc Lightning tries to resolve, the original division of damage still applies but no damage is dealt to the illegal targets. If all targets are illegal, Arc Lightning is countered.

Arc Mage
2R
Creature - Human Spellshaper
(2/2)
{2}{R}, {TAP}, Discard a card: Arc Mage deals 2 damage divided as you choose among one or two target creatures and/or players.

Note:
2004-10-04 - You can't choose zero targets. You must choose between 1 and 2 targets.

Arc Runner
2R
Creature - Elemental Ox
(5/1)
Haste (This creature can attack and {TAP} as soon as it comes under your control.)

At the beginning of the end step, sacrifice Arc Runner.

Arc Trail
1R
Sorcery
Arc Trail deals 2 damage to target creature or player and 1 damage to another target creature or player.

Arc-Slogger
3RR
Creature - Beast
(4/5)
{R}, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to target creature or player.

Arcades Sabboth
2GGWWUU
Legendary Creature - Elder Dragon
(7/7)
Flying

At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}.

Each untapped creature you control gets +0/+2 as long as it's not attacking.

{W}: Arcades Sabboth gets +0/+1 until end of turn.

Note:
2009-10-01 - As long as Arcades Sabboth is untapped and isn't attacking, it'll get +0/+2 from its own third ability.

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

You draw a card at the beginning of the next turn's upkeep.

Note:
2007-09-16 - The controller of the countered spell doesn't choose how many cards to draw until the relevant ability resolves. The player may draw 0, 1, or 2 cards. He or she chooses the number before drawing any cards.

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

Note:
2004-10-04 - When Arcane Laboratory enters the battlefield, it will look back over the turn to see if any spell was cast before it entered the battlefield. It will notice itself being cast.
2004-10-04 - If a spell is countered, it still counts as the one spell cast.
2004-10-04 - When it leaves the battlefield, the effect ends and all players are able to cast spells unrestricted again.

Arcane Melee
4U
Enchantment
Instant and sorcery spells cost {2} less to cast.

Note:
2012-05-01 - Arcane Melee can't reduce the colored mana requirement of an instant or sorcery spell.
2012-05-01 - If there are additional costs to cast a spell, such as a kicker cost or a cost imposed by another effect (such as Thalia, Guardian of Thraben's ability), apply those increases before applying cost reductions.
2012-05-01 - Arcane Melee can reduce alternative costs such as miracle costs.
2012-05-01 - The cost to cast an instant or sorcery spell with one generic mana in its mana cost will be reduced by {1}. For example, an instant spell with a mana cost of {1}{G} would cost {G} to cast.

Arcane Sanctum

Land
Arcane Sanctum enters the battlefield tapped.

{TAP}: Add {W}, {U}, or {B} to your mana pool.

Arcane Spyglass
4
Artifact
{2}, {TAP}, Sacrifice a land: Draw a card and put a charge counter on Arcane Spyglass.

Remove three charge counters from Arcane Spyglass: Draw a card.

Arcane Teachings
2R
Enchantment - Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchanted creature gets +2/+2 and has "{TAP}: This creature deals 1 damage to target creature or player."

Arcanis the Omnipotent
3UUU
Legendary Creature - Wizard
(3/4)
{TAP}: Draw three cards.

{2}{U}{U}: Return Arcanis the Omnipotent to its owner's hand.

Arcanum Wings
1U
Enchantment - Aura
Enchant creature

Enchanted creature has flying.

Aura swap {2}{U} ({2}{U}: Exchange this Aura with an Aura card in your hand.)

Note:
2007-05-01 - The exchange is simultaneous, and happens on resolution.
2007-05-01 - If on resolution, half the exchange can't be completed (such as if the only Aura in your hand can't enchant the permanent), nothing happens.

Arcbound Bruiser
5
Artifact Creature - Golem
(0/0)
Modular 3 (This enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Crusher
4
Artifact Creature - Juggernaut
(0/0)
Trample

Whenever another artifact enters the battlefield, put a +1/+1 counter on Arcbound Crusher.

Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Fiend
6
Artifact Creature - Horror
(0/0)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto Arcbound Fiend.

Modular 3 (This enters the battlefield with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2004-12-01 - The creature that's targeted by Arcbound Fiend's middle ability doesn't have to have any +1/+1 counters on it. If it doesn't have a counter on it when the ability resolves, nothing happens.
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Hybrid
4
Artifact Creature - Beast
(0/0)
Haste

Modular 2 (This enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Lancer
7
Artifact Creature - Beast
(0/0)
First strike

Modular 4 (This enters the battlefield with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

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 enters the battlefield with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Ravager
2
Artifact Creature - Beast
(0/0)
Sacrifice an artifact: Put a +1/+1 counter on Arcbound Ravager.

Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

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 enters the battlefield with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

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 enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Stinger
2
Artifact Creature - Insect
(0/0)
Flying

Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Wanderer
6
Artifact Creature - Golem
(0/0)
Modular-Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2004-12-01 - This card has modular--sunburst, a combination of two keyword abilities. The sunburst ability sets the number for the modular ability. Basically, the number of +1/+1 counters the Wanderer gets as it enters the battlefield is equal to the number of colors of mana used to pay its cost.
2004-12-01 - For the leaves-the-battlefield ability, the number of counters on Arcbound Wanderer at the time it left the battlefield is what's relevant; the number of colors of mana used to pay its cost doesn't matter anymore.
2004-12-01 - When the Wanderer leaves the battlefield, you may put the counters onto a single target artifact creature. You can't split them among two or more artifact creatures.
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Arcbound Worker
1
Artifact Creature - Construct
(0/0)
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)

Note:
2006-09-25 - If this creature gets enough -1/-1 counters put on it to cause its toughness to be 0 or less (or the damage marked on it to be lethal), modular will put a number of +1/+1 counters on the target artifact creature equal to the number of +1/+1 counters on this creature before it left the battlefield.

Archaeological Dig

Land
{TAP}: Add {1} to your mana pool.



{TAP}, Sacrifice Archaeological Dig: Add one mana of any color to your mana pool.

Archaeomancer
2UU
Creature - Human Wizard
(1/2)
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.

Note:
2012-07-01 - If an instant or sorcery spell puts Archaeomancer onto the battlefield, you can return that card to your hand.

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

Archangel of Strife
5WW
Creature - Angel
(6/6)
Flying

As Archangel of Strife enters the battlefield, each player chooses war or peace.

Creatures controlled by players who chose war get +3/+0.

Creatures controlled by players who chose peace get +0/+3.

Note:
2011-09-22 - Archangel of Strife's second and third abilities are linked. Similarly, its second and fourth abilities are linked. The bonus a player's creatures get depends only on the choice that player made when Archangel of Strife entered the battlefield.
2011-09-22 - The active player chooses war or peace first, followed by each other player in turn order. Each player will know what previous players chose when making his or her choice.
2011-09-22 - Archangel of Strife's bonuses apply immediately. Depending on your choice, Archangel of Strife will enter the battlefield as either a 9/6 or 6/9 creature.
2011-09-22 - If there are two Archangels of Strife on the battlefield, and you choose war for one and peace for the other, your creatures get +3/+3.
2011-09-22 - As soon as Archangel of Strife leaves the battlefield, the bonus stops applying. If it returns to the battlefield, players will be able to make new choices.

Archangel of Thune
3WW
Creature - Angel
(3/4)
Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Whenever you gain life, put a +1/+1 counter on each creature you control.

Note:
2013-07-01 - The ability triggers just once from each life-gaining event, whether it's 1 life from Soulmender or 5 life from Elixir of Immortality.
2013-07-01 - A creature with lifelink dealing combat damage is a single life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Archangel of Thune's ability will trigger twice. However, if a single creature with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
2013-07-01 - In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it causes your team's life total to increase.

Archangel's Light
7W
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.

Note:
2011-01-22 - Archangel's Light isn't put into the graveyard until after its instructions are followed. You won't gain 2 life for it, and it won't be shuffled into your library.
2011-01-22 - If you have no cards in your graveyard, you won't gain any life, but you'll still shuffle your library.

Archdemon of Greed

Creature - Demon
(9/9)
Flying, trample

At the beginning of your upkeep, sacrifice a Human. If you can't, tap Archdemon of Greed and it deals 9 damage to you.

Archdemon of Unx
5BB
Creature - Demon
(6/6)
Flying, trample

At the beginning of your upkeep, sacrifice a non-Zombie creature, then put a 2/2 black Zombie creature token onto the battlefield.

Note:
2008-10-01 - If Archdemon of Unx is the only non-Zombie creature you control when the triggered ability resolves, you'll have to sacrifice it. You'll still get a Zombie token.
2008-10-01 - If you somehow control no non-Zombie creatures when the triggered ability resolves, you won't have to sacrifice anything. You'll still get a Zombie token.

Archers' Parapet
1G
Creature - Wall
(0/5)
Defender

{1}{B}, {TAP}: Each opponent loses 1 life.

Archery Training
W
Enchantment - Aura
Enchant creature

At the beginning of your upkeep, you may put an arrow counter on Archery Training.

Enchanted creature has "{TAP}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."

Note:
2004-10-04 - If there is more than one Archery Training on a creature, each granted ability counts the counters on the Archery Training that granted that ability.
2004-10-04 - You do not remove counters when using the ability.
2004-10-04 - Putting on a counter is optional. If you forget, you can't go back later even if it is something you usually do.

Archetype of Aggression
1RR
Enchantment Creature - Human Warrior
(3/2)
Creatures you control have trample.

Creatures your opponents control lose trample and can't have or gain trample.

Note:
2014-02-01 - The Archetype's second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
2014-02-01 - While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren't created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures he or she controls first strike wouldn't cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
2014-02-01 - Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
2014-02-01 - If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.

Archetype of Courage
1WW
Enchantment Creature - Human Soldier
(2/2)
Creatures you control have first strike.

Creatures your opponents control lose first strike and can't have or gain first strike.

Note:
2014-02-01 - The Archetype's second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
2014-02-01 - While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren't created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures he or she controls first strike wouldn't cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
2014-02-01 - Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
2014-02-01 - If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.

Archetype of Endurance
6GG
Enchantment Creature - Boar
(6/5)
Creatures you control have hexproof.

Creatures your opponents control lose hexproof and can't have or gain hexproof.

Note:
2014-02-01 - The Archetype's second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
2014-02-01 - While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren't created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures he or she controls first strike wouldn't cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
2014-02-01 - Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
2014-02-01 - If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.

Archetype of Finality
4BB
Enchantment Creature - Gorgon
(2/3)
Creatures you control have deathtouch.

Creatures your opponents control lose deathtouch and can't have or gain deathtouch.

Note:
2014-02-01 - The Archetype's second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
2014-02-01 - While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren't created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures he or she controls first strike wouldn't cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
2014-02-01 - Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
2014-02-01 - If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.

Archetype of Imagination
4UU
Enchantment Creature - Human Wizard
(3/2)
Creatures you control have flying.

Creatures your opponents control lose flying and can't have or gain flying.

Note:
2014-02-01 - The Archetype's second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
2014-02-01 - While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren't created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures he or she controls first strike wouldn't cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
2014-02-01 - Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
2014-02-01 - If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.

Architects of Will
2UB
Artifact Creature - Human Wizard
(3/3)
When Architects of Will enters the battlefield, look at the top three cards of target player's library, then put them back in any order.

Cycling ({U|B}) (({U|B}), Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Archive Trap
3UU
Instant - Trap
If an opponent searched his or her library this turn, you may pay {0} rather than pay Archive Trap's mana cost.

Target opponent puts the top thirteen cards of his or her library into his or her graveyard.

Note:
2009-10-01 - You may ignore a Trap's alternative cost condition and simply cast it for its normal mana cost. This is true even if its alternative cost condition has been met.
2009-10-01 - Casting a Trap by paying its alternative cost doesn't change its mana cost or converted mana cost. The only difference is the cost you actually pay.
2009-10-01 - Effects that increase or reduce the cost to cast a Trap will apply to whichever cost you chose to pay.
2009-10-01 - Archive Trap checks only whether an opponent searched his or her library. It doesn't matter whether that player found a card during the search.
2009-10-01 - A spell or ability causes a player to search his or her library only if it specifically contains the word "search" in its text. For example, if a spell or ability lets a player look at the top four cards of his or her library and do something with one of those cards, that's not a search.
2009-10-01 - If a search effect is affected by Aven Mindcensor's ability (which causes a player to search the top four cards of his or her library instead), that still counts as searching that library.
2009-10-01 - The opponent you target doesn't have to be the opponent who searched his or her library.
2009-10-01 - If the targeted opponent has fewer than thirteen cards in his or her library, that player puts his or her entire library into his or her graveyard.

Archivist
2UU
Creature - Human Wizard
(1/1)
{TAP}: Draw a card.

Archmage Ascension
2U
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.

As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.

Note:
2009-10-01 - Archmage Ascension's first ability has an "intervening 'if' clause." It won't trigger at all unless you've already drawn two or more cards by the time the end step begins.
2009-10-01 - If an effect would cause you to draw multiple cards while Archmage Ascension has six or more quest counters on it, each individual draw may be replaced by Archmage Ascension's effect. Process the draws one at a time. Even if you use the reasonable shortcut of finding all of the cards at once and only physically shuffling once, the game will consider you to have searched and shuffled once per card.
2009-10-01 - If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Archmage Ascension's abilities ignore it.
2009-10-01 - If two or more replacement effects would apply to a card-drawing event, the player who's drawing the card chooses what order to apply them. It's possible that after applying one of them, the others will no longer be applicable because the player would no longer draw a card. For example, if you control more than one Archmage Ascension with six quest counters on it and you would draw a card, each Archmage Ascension's replacement effect could apply. Once you use one, the rest are no longer applicable.

Archon of Justice
3WW
Creature - Archon
(4/4)
Flying

When Archon of Justice dies, exile target permanent.

Archon of Redemption
3WW
Creature - Archon
(3/4)
Flying

Whenever Archon of Redemption or another creature with flying enters the battlefield under your control, you may gain life equal to that creature's power.

Note:
2010-03-01 - The creature's power is determined as the triggered ability resolves, so it will take into account any effects that modify it. If the creature has left the battlefield by the time the triggered ability resolves, its last existence on the battlefield is checked to determine its power.

Archon of the Triumvirate
5WU
Creature - Archon
(4/5)
Flying

Whenever Archon of the Triumvirate attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)

Note:
2012-10-01 - The two nonland permanents can be controlled by the same opponent or by different opponents.
2012-10-01 - The nonland permanents will be detained before blockers are chosen. Notably, a creature detained this way can't block before it is detained.
2013-04-15 - Activated abilities include a colon and are written in the form “[cost]: [effect].” No one can activate any activated abilities, including mana abilities, of a detained permanent.
2013-04-15 - The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.
2013-04-15 - If a creature is already attacking or blocking when it's detained, it won't be removed from combat. It will continue to attack or block.
2013-04-15 - If a permanent's activated ability is on the stack when that permanent is detained, the ability will be unaffected.
2013-04-15 - If a noncreature permanent is detained and later turns into a creature, it won't be able to attack or block.
2013-04-15 - When a player leaves a multiplayer game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

Archweaver
5GG
Creature - Spider
(5/5)
Reach, trample

Archwing Dragon
2RR
Creature - Dragon
(4/4)
Flying, haste

At the beginning of the end step, return Archwing Dragon to its owner's hand.

Note:
2012-05-01 - Archwing Dragon is only returned to its owner's hand if it's on the battlefield.

Arctic Aven
2U
Creature - Bird Wizard
(2/1)
Flying

Arctic Aven gets +1/+1 as long as you control a Plains.

{W}: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)

Note:
2012-07-01 - Multiple instances of lifelink aren't cumulative. Activating Arctic Aven's ability more than once during a single turn won't cause you to gain more life.

Arctic Flats

Snow Land
Arctic Flats enters the battlefield tapped.

{TAP}: Add {G} or {W} to your mana pool.

Arctic Foxes
1W
Creature - Fox
(1/1)
Arctic Foxes can't be blocked by creatures with power 2 or greater as long as defending player controls a snow land.

Arctic Merfolk
1U
Creature - Merfolk
(1/1)
Kicker-Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.)

If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it.

Arctic Nishoba
5G
Creature - Cat Warrior
(6/6)
Trample

Cumulative upkeep {G} or {W} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

When Arctic Nishoba dies, you gain 2 life for each age counter on it.

Note:
2008-10-01 - Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if a permanent with "cumulative upkeep {1}" has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent.

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

When Arctic Wolves enters the battlefield, draw a card.

Note:
2008-10-01 - Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if a permanent with "cumulative upkeep {1}" has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent.

Arcum Dagsson
3U
Legendary Creature - Human Artificer
(2/2)
{TAP}: Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it onto the battlefield, then shuffle his or her library.

Note:
2006-07-15 - Arcum Dagsson's ability targets an artifact creature, not the controller of one.
2006-07-15 - Arcum Dagsson's ability can target any permanent that's both an artifact and a creature, such as a Grizzly Bears while Mycosynth Lattice is on the battlefield.

Arcum's Sleigh
1
Artifact
{2}, {TAP}: Target creature gains vigilance until end of turn. Activate this ability only during combat and only if defending player controls a snow land.

Arcum's Weathervane
2
Artifact
{2}, {TAP}: Target snow land is no longer snow.

{2}, {TAP}: Target nonsnow basic land becomes snow.

Note:
2006-10-15 - Adds the snow or removes the snow supertype to or from a land. Adding snow doesn't overwrite other supertypes.
2006-10-15 - Can't be used on a dual land to add the Snow Supertype even though it is a basic land subtype. You can use it on any land to remove the snow supertype.

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

Note:
2013-09-20 - If a turn has multiple combat phases, the ability can only be activated before the beginning of the declare attackers step of the first combat phase in that turn.

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

Ardent Plea
1WU
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Note:
2009-05-01 - Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with Cascade.
2009-05-01 - When the Cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not your cast the last card exiled.
2009-05-01 - If a spell with Cascade is countered, the Cascade ability will still resolve normally.
2009-05-01 - You exile  the cards face-up. All players will be able to see them.
2009-05-01 - If you exile a split card with Cascade, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can cast either half of that split card.
2009-05-01 - If you cast the last exiled card, you're casting it as a spell. It can be countered. If that card has cascade, the new spell's cascade ability will trigger, and you'll repeat the process for the new spell.
2009-05-01 - After you're done exiling cards and casting the last one if you chose to do so, the remaining exiled cards are randomly placed on the bottom of your library. Neither you nor any other player is allowed to know the order of those cards.

Ardent Recruit
W
Creature - Human Soldier
(1/1)
Metalcraft - Ardent Recruit gets +2/+2 as long as you control three or more artifacts.

Ardent Soldier
1W
Creature - Human Soldier
(1/2)
Kicker {2} (You may pay an additional {2} as you cast this spell.)

Vigilance

If Ardent Soldier was kicked, it enters the battlefield with a +1/+1 counter on it.

Arena

Land
{3}, {TAP}: Tap target creature you control and target creature of an opponent's choice he or she controls. Those creatures fight each other. (Each deals damage equal to its power to the other.)

Note:
2004-10-04 - The power of the creatures when the effect resolves is used to determine how much damage is done.
2004-10-04 - In multiplayer games, you can choose a different opposing player each time it the ability is activated.
2004-10-04 - Either or both creatures can be tapped prior to using the ability and it still works.
2006-09-25 - If either target is illegal at the time the ability resolves (whether because it has left the battlefield, because it has gained Shroud or Protection, or for any other reason), the ability taps the remaining target, but no damage is dealt. If both targets are illegal, the ability is countered.

Arena Athlete
1R
Creature - Human
(2/1)
Heroic - Whenever you cast a spell that targets Arena Athlete, target creature an opponent controls can't block this turn.

Note:
2013-09-15 - The heroic ability won't cause a creature that's already blocking to stop blocking or be removed from combat.
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Arena of the Ancients
3
Artifact
Legendary creatures don't untap during their controllers' untap steps.

When Arena of the Ancients enters the battlefield, tap all legendary creatures.

Arenson's Aura
2W
Enchantment
{W}, Sacrifice an enchantment: Destroy target enchantment.



{3}{U}{U}: Counter target enchantment spell.

Argent Mutation
2U
Instant
Target permanent becomes an artifact in addition to its other types until end of turn.

Draw a card.

Note:
2011-06-01 - You can target an artifact with Argent Mutation. When it resolves, you'll simply draw a card.
2011-06-01 - If the permanent is an illegal target when Argent Mutation tries to resolve, it will be countered and none of its effects will happen. You won't draw a card.

Argent Sphinx
2UU
Creature - Sphinx
(4/3)
Flying

Metalcraft - {U}: Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate this ability only if you control three or more artifacts.

Note:
2011-01-01 - If you activate Argent Sphinx's metalcraft ability, Argent Sphinx will return to the battlefield at the beginning of the next end step no matter how many artifacts you control at that time.
2011-01-01 - If you activate Argent Sphinx's metalcraft ability during a turn's end step, Argent Sphinx will return to the battlefield at the beginning of the following turn's end step.
2011-01-01 - If you control an Argent Sphinx owned by another player and activate its ability, Argent Sphinx will return to the battlefield under your control at the beginning of the next end step. You'll retain control of it indefinitely.

Argentum Armor
6
Artifact - Equipment
Equipped creature gets +6/+6.

Whenever equipped creature attacks, destroy target permanent.

Equip {6}

Note:
2011-01-01 - The second ability triggers and resolves during the declare attackers step. The target permanent will be destroyed before blockers are declared.
2011-01-01 - You may target any permanent with the triggered ability, not just one controlled by the defending player. If no other player controls a permanent, you must target one of your own.

Argivian Archaeologist
1WW
Creature - Human Artificer
(1/1)
{W}{W}, {TAP}: Return target artifact card from your graveyard to your hand.

Argivian Blacksmith
1WW
Creature - Human Artificer
(2/2)
{TAP}: Prevent the next 2 damage that would be dealt to target artifact creature this turn.

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

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

Argothian Elder
3G
Creature - Elf Druid
(2/2)
{TAP}: Untap two target lands.

Note:
2004-10-04 - The ability can target an already untapped land.
2004-10-04 - The ability must target two different lands. It can't be activated if there is just one land to target.

Argothian Enchantress
1G
Creature - Human Druid
(0/1)
Shroud (This creature can't be the target of spells or abilities.)

Whenever you cast an enchantment spell, draw a card.

Note:
2005-08-01 - The ability triggers when you announce an Enchantment spell.

Argothian Pixies
1G
Creature - Faerie
(2/1)
Argothian Pixies can't be blocked by artifact creatures.

Prevent all damage that would be dealt to Argothian Pixies by artifact creatures.

Argothian Swine
3G
Creature - Boar
(3/3)
Trample

Argothian Treefolk
3GG
Creature - Treefolk
(3/5)
Prevent all damage that would be dealt to Argothian Treefolk by artifact sources.

Argothian Wurm
3G
Creature - Wurm
(6/6)
Trample

When Argothian Wurm enters the battlefield, any player may sacrifice a land. If a player does, put Argothian Wurm on top of its owner's library.

Note:
2007-02-01 - When Argothian Wurm enters the battlefield, first the active player gets the option to sacrifice a land. If he or she declines, the next player in turn order gets the option.  If a player elects to sacrifice a land, Argothian Wurm is put on top of its owner's library, but then all remaining players still get the option. If all players decline, then nothing happens and Argothian Wurm stays on the battlefield.

Arid Mesa

Land
{TAP}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.

Ark of Blight
2
Artifact
{3}, {TAP}, Sacrifice Ark of Blight: Destroy target land.

Arm with ther
2U
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."

Note:
2011-06-01 - Only creatures you control on the battlefield when Arm with AEther resolves gain the ability. Creatures you gain control of later in the turn won't be affected.
2011-06-01 - The affected creatures keep the ability even if another player gains control of them that turn. If such a creature deals damage to you, the ability will trigger, targeting a creature you control.
2011-06-01 - The granted ability triggers on all damage dealt by the creature to one of your opponents, not just combat damage.
2011-06-01 - In a multiplayer game, if an affected creature deals damage to two of your opponents simultaneously, the ability will trigger twice.

Armada Wurm
2GGWW
Creature - Wurm
(5/5)
Trample

When Armada Wurm enters the battlefield, put a 5/5 green Wurm creature token with trample onto the battlefield.

Armadillo Cloak
1GW
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has trample.

Whenever enchanted creature deals damage, you gain that much life.

Armageddon
3W
Sorcery
Destroy all lands.

Armageddon Clock
6
Artifact
At the beginning of your upkeep, put a doom counter on Armageddon Clock.

At the beginning of your draw step, Armageddon Clock deals damage equal to the number of doom counters on it to each player.

{4}: Remove a doom counter from Armageddon Clock. Any player may activate this ability but only during any upkeep step.

Note:
2004-10-04 - Players can remove as many counters as they can pay for each turn.

Armament Corps
2WBG
Creature - Human Soldier
(4/4)
When Armament Corps enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control.

Note:
2014-09-20 - The enters-the-battlefield ability can target Armament Corps itself.
2014-09-20 - You choose how the counters will be distributed as you put the ability on the stack. Notably, if you choose to put one +1/+1 counter on each of two target creatures, and one of those creatures becomes an illegal target in response, the +1/+1 counter that would've gone on that creature is lost. It can't be put on the remaining legal target.

Armament Master
WW
Creature - Kor Soldier
(2/2)
Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.

Armament of Nyx
2W
Enchantment - Aura
Enchant creature

Enchanted creature has double strike as long as it's an enchantment. Otherwise, prevent all damage that would be dealt by enchanted creature. (A creature with double strike deals both first-strike and regular combat damage.)

Note:
2014-04-26 - Armament of Nyx continuously checks to see whether the creature it's enchanting is an enchantment or not. If the creature isn't an enchantment and becomes one, or it is an enchantment and stops being one, the effect will change.

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

Armillary Sphere
2
Artifact
{2}, {TAP}, Sacrifice Armillary Sphere: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.

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

Armor of Faith
W
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

{W}: Enchanted creature gets +0/+1 until end of turn.

Armor of Thorns
1G
Enchantment - Aura
You may cast Armor of Thorns as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.

Enchant nonblack creature

Enchanted creature gets +2/+2.

Note:
2009-10-01 - The sacrifice occurs only if you cast it using its own ability. If you cast it using some other effect (for instance, if it gained flash from Vedalken Orrery), then it won't be sacrificed.

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

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Armor Thrull
2B
Creature - Thrull
(1/3)
{TAP}, Sacrifice Armor Thrull: Put a +1/+2 counter on target creature.

Armored Ascension
3W
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each Plains you control and has flying.

Note:
2009-10-01 - This ability counts the number of Plains controlled by Armored Ascension's controller, not the enchanted creature's controller (in case they're different players).
2009-10-01 - This bonus is not fixed; it changes as the number of Plains you control changes.
2010-08-15 - The ability cares about lands with the land type Plains, not necessarily lands named Plains.

Armored Cancrix
4U
Creature - Crab
(2/5)


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

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

Armored Guardian
3WU
Creature - Cat Soldier
(2/5)
{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn.

{1}{U}{U}: Armored Guardian gains shroud until end of turn. (It can't be the target of spells or abilities.)

Note:
2004-10-04 - You can activate the ability that grants shroud in response to this card being targeted by a spell or ability. If you do so, then (if this is the spell or abilities only target) the spell or ability will be countered since this card will now be an illegal target.

Armored Pegasus
1W
Creature - Pegasus
(1/2)
Flying

Armored Skaab
2U
Creature - Zombie Warrior
(1/4)
When Armored Skaab enters the battlefield, put the top four cards of your library into your graveyard.

Note:
2011-09-22 - If you have fewer than four cards in your library when Armored Skaab enters the battlefield, you'll put all of them into your graveyard.

Armored Transport
3
Artifact Creature - Construct
(2/1)
Prevent all combat damage that would be dealt to Armored Transport by creatures blocking it.

Armored Warhorse
WW
Creature - Horse
(2/3)


Armored Wolf-Rider
3GW
Creature - Elf Knight
(4/6)


Armorer Guildmage
R
Creature - Human Wizard
(1/1)
{B}, {TAP}: Target creature gets +1/+0 until end of turn.

{G}, {TAP}: Target creature gets +0/+1 until end of turn.

Armory Guard
3W
Creature - Giant Soldier
(2/5)
Armory Guard has vigilance as long as you control a Gate.

Note:
2012-10-01 - Vigilance only matters when Armory Guard is being declared as an attacking creature. If Armory Guard is already attacking, losing control of your only Gate won't cause Armory Guard to become tapped or to leave combat.

Armory of Iroas
2
Artifact - Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it.

Equip {2}

Note:
2014-04-26 - The +1/+1 counter is put on the equipped creature before combat damage is dealt.
2014-04-26 - If you move Armory of Iroas from one creature to another, any +1/+1 counters on the first creature remain where they are.

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

Note:
2012-07-01 - You can sacrifice Arms Dealer to activate its own ability.

Army Ants
1BR
Creature - Insect
(1/1)
{TAP}, Sacrifice a land: Destroy target land.

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

Army of the Damned
5BBB
Sorcery
Put thirteen 2/2 black Zombie creature tokens onto the battlefield tapped.

Flashback {7}{B}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Arnjlot's Ascent
1UU
Enchantment
Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

{1}: Target creature gains flying until end of turn.

Arrest
2W
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block, and its activated abilities can't be activated.

Note:
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Arrogant Bloodlord
1BB
Creature - Vampire Knight
(4/4)
Whenever Arrogant Bloodlord blocks or becomes blocked by a creature with power 1 or less, destroy Arrogant Bloodlord at end of combat.

Note:
2010-06-15 - The power of the other creature is checked only when it blocks or becomes blocked by Arrogant Bloodlord. Once the Bloodlord's ability triggers, it will be destroyed at end of combat (after combat damage has been dealt) even if the other creature's power changes before then.
2010-06-15 - If Arrogant Bloodlord blocks or becomes blocked by a creature whose power is 2 or greater, Arrogant Bloodlord's ability won't trigger. It still won't trigger if the other creature's power changes to 1 or less later in combat.
2010-06-15 - If Arrogant Bloodlord becomes blocked by multiple creatures with power 1 or less, its ability triggers that many times. Each of those abilities will cause it to be destroyed separately (in case Arrogant Bloodlord isn't destroyed the first time due to an Aura with totem armor, for example). The same is true if it somehow blocks multiple creatures with power 1 or less.

Arrogant Vampire
3BB
Creature - Vampire
(4/3)
Flying

Arrogant Wurm
3GG
Creature - Wurm
(4/4)
Trample

Madness {2}{G} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

Arrow Storm
3RR
Sorcery
Arrow Storm deals 4 damage to target creature or player.

Raid - If you attacked with a creature this turn, instead Arrow Storm deals 5 damage to that creature or player and the damage can't be prevented.

Note:
2014-09-20 - Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with, or which opponent or planeswalker controlled by an opponent those creatures attacked.
2014-09-20 - Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player or planeswalker it attacked doesn't have to still be in the game or on the battlefield, respectively.

Arrow Volley Trap
3WW
Instant - Trap
If four or more creatures are attacking, you may pay {1}{W} rather than pay Arrow Volley Trap's mana cost.

Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures.

Note:
2009-10-01 - You may ignore a Trap's alternative cost condition and simply cast it for its normal mana cost. This is true even if its alternative cost condition has been met.
2009-10-01 - Casting a Trap by paying its alternative cost doesn't change its mana cost or converted mana cost. The only difference is the cost you actually pay.
2009-10-01 - Effects that increase or reduce the cost to cast a Trap will apply to whichever cost you chose to pay.
2009-10-01 - The number of targets must be at least 1 and at most 5. You divide the damage as you cast Arrow Volley Trap, not as it resolves. Each target must be assigned at least 1 damage.

Arrows of Justice
2(R|W)
Instant
Arrows of Justice deals 4 damage to target attacking or blocking creature.

Note:
2013-01-24 - An “attacking creature” or “blocking creature” is one that has been declared as an attacker or blocker this combat, or one that was put onto the battlefield attacking or blocking this combat. Unless that creature leaves combat, it continues to be an attacking or blocking creature through the end of combat step, even if the player it was attacking has left the game, the planeswalker it was attacking has left combat, or the creature or creatures it was blocking have left combat, as appropriate.
2013-01-24 - Arrows of Justice may be cast during the end of combat step, after combat damage has been dealt.

Arsenal Thresher
2(W|B)U
Artifact Creature - Construct
(2/2)
As Arsenal Thresher enters the battlefield, you may reveal any number of other artifact cards from your hand. Arsenal Thresher enters the battlefield with a +1/+1 counter on it for each card revealed this way.

Note:
2009-05-01 - If multiple Arsenal Threshers are entering the battlefield at the same time (for example, if Warp World is resolving), you may reveal the same artifact cards from your hand for each of them.
2009-05-01 - If Arsenal Thresher and another artifact are entering the battlefield from your hand at the same time, you may reveal that other artifact for Arsenal Thresher. If that artifact is a second Arsenal Thresher, you may reveal each Arsenal Thresher for the other.

Artful Dodge
U
Sorcery
Target creature can't be blocked this turn.

Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Artful Looter
2U
Creature - Human Wizard
(1/2)
{TAP}: Draw a card, then discard a card.

Whenever a permanent comes into play that shares an artist with another permanent you control, untap Artful Looter.

Artifact Blast
R
Instant
Counter target artifact spell.

Artifact Mutation
RG
Instant
Destroy target artifact. It can't be regenerated. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that artifact's converted mana cost.

Note:
2004-10-04 - This spell is countered and you get no Saprolings if the artifact is an illegal target on resolution.

Artifact Possession
2B
Enchantment - Aura
Enchant artifact

Whenever enchanted artifact becomes tapped or a player activates an ability of enchanted artifact without {TAP} in its activation cost, Artifact Possession deals 2 damage to that artifact's controller.

Artifact Ward
W
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by artifact creatures.

Prevent all damage that would be dealt to enchanted creature by artifact sources.

Enchanted creature can't be the target of abilities from artifact sources.

Artificer's Hex
B
Enchantment - Aura
Enchant Equipment

At the beginning of your upkeep, if enchanted Equipment is attached to a creature, destroy that creature.

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

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

Note:
2004-10-04 - If a creature's creature type has been changed by a spell or ability, changing the card's text won't affect or alter the new creature type.
2004-10-04 - Alters all occurrences of the chosen word in the text box and the type line of the given card.
2004-10-04 - Can target a card with no appropriate words on it, or even one with no words at all.
2004-10-04 - It can't change a word to the same word. It must be a different word.
2004-10-04 - It only changes what is printed on the card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent.
2004-10-04 - You choose the words to change on resolution.
2004-10-04 - You can't change proper nouns (i.e. card names) such as "Island Fish Jasconius".
2004-10-04 - Changing the text of a spell will not allow you to change the targets of the spell because the targets were chosen when the spell was cast. The text change will (probably) cause it to be countered since the targets will be illegal.
2004-10-04 - If you change the text of a spell which is to become a permanent, the permanent will retain the text change until the effect wears off.

Artillerize
3R
Instant
As an additional cost to cast Artillerize, sacrifice an artifact or creature.

Artillerize deals 5 damage to target creature or player.

Note:
2011-06-01 - The artifact or creature is sacrificed as costs are paid. Players can't respond to the paying of costs by trying to destroy that artifact or creature.

Artisan of Forms
1U
Creature - Human Wizard
(1/1)
Heroic - Whenever you cast a spell that targets Artisan of Forms, you may have Artisan of Forms become a copy of target creature and gain this ability.

Note:
2013-09-15 - You choose the target for the triggered ability when the ability is put onto the stack. You choose whether or not Artisan of Forms becomes a copy of that creature when the ability resolves.
2013-09-15 - Artisan of Forms copies the printed values of the creature plus any copy effects that have been applied to it. It won't copy any other effects that have changed that creature's power, toughness, color, and so on. Artisan of Forms won't copy any counters on the creature, but Artisan of Forms will retain any counters it already had on it.
2013-09-15 - If Artisan of Forms becomes a copy of a token creature, it copies the original characteristics of that token as defined by the effect that put it onto the battlefield. It won't become a token creature.
2013-09-15 - The copy effect lasts indefinitely. Often, it will last until it is overwritten by another copy effect (if it copies another creature on a future turn, perhaps).
2013-09-15 - If the creature is an illegal target when the ability tries to resolve, the ability will be countered. Artisan of Forms won't become a copy of that creature. It remains whatever it was a copy of.
2013-09-15 - When Artisan of Forms becomes a copy of a creature, it's neither entering nor leaving the battlefield. Any enters-the-battlefield or leaves-the-battlefield abilities won't trigger.
2013-09-15 - If another creature becomes a copy of Artisan of Forms, it will become a copy of whatever Artisan of Forms is currently copying (if anything), plus it will have the triggered ability.
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Artisan of Kozilek
9
Creature - Eldrazi
(10/9)
When you cast Artisan of Kozilek, you may return target creature card from your graveyard to the battlefield.

Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)

Note:
2010-06-15 - Annihilator abilities trigger and resolve during the declare attackers step. The defending player chooses and sacrifices the required number of permanents before he or she declares blockers. Any creatures sacrificed this way won't be able to block.
2010-06-15 - If a creature with annihilator is attacking a planeswalker, and the defending player chooses to sacrifice that planeswalker, the attacking creature continues to attack. It may be blocked. If it isn't blocked, it simply won't deal combat damage to anything.
2010-06-15 - In a Two-Headed Giant game, the controller of an attacking creature with annihilator chooses which of the defending players is affected by the ability. Only that player sacrifices permanents. The choice is made as the ability resolves; once a player is chosen, it's too late for anyone to respond.

Artisan's Sorrow
3G
Instant
Destroy target artifact or enchantment. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Note:
2013-09-15 - The artifact or enchantment won't be on the battlefield when you scry, unless it regenerated or had indestructible.
2013-09-15 - When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
2013-09-15 - You choose how to order cards returned to your library after scrying no matter where you put them.
2013-09-15 - You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
2013-09-15 - Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

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

Other black creatures get +1/+1.

Nonblack creatures get -1/-1.

Note:
2007-07-15 - If Ascendant Evincar stops being black, it gives itself -1/-1.

Ascended Lawmage
2WU
Creature - Vedalken Wizard
(3/2)
Flying, hexproof

Ascending Aven
2UU
Creature - Bird Soldier
(3/2)
Flying

Ascending Aven can block only creatures with flying.

Morph {2}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Asceticism
3GG
Enchantment
Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)

{1}{G}: Regenerate target creature.

Note:
2011-01-01 - You may target any creature with the regeneration ability, not just one you control.

Ash Zealot
RR
Creature - Human Warrior
(2/2)
First strike, haste

Whenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player.

Note:
2012-10-01 - Ash Zealot's ability doesn't allow any player to cast cards from a graveyard. Such cards need another way to be cast, such as the flashback ability.
2012-10-01 - Ash Zealot's triggered ability will resolve before that spell resolves.
2012-10-01 - Ash Zealot's ability doesn't trigger if you put a card onto the battlefield from a graveyard (using Grave Betrayal's ability, for example).

Asha's Favor
2W
Enchantment - Aura
Enchant creature

Enchanted creature has flying, first strike, and vigilance.

Ashcloud Phoenix
2RR
Creature - Phoenix
(4/1)
Flying

When Ashcloud Phoenix dies, return it to the battlefield face down.

Morph {4}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Ashcloud Phoenix is turned face up, it deals 2 damage to each player.

Note:
2014-09-20 - If Ashcloud Phoenix is face down, you can turn it face up for its morph cost, even if you didn't cast Ashcloud Phoenix face down using its morph ability.
2014-09-20 - If Ashcloud Phoenix leaves the graveyard before its “dies” ability resolves, it won't return to the battlefield.
2014-09-20 - Once Ashcloud Phoenix returns to the battlefield face down, each player will know which face-down creature it is. You can't mix up the positions of your face-down permanents to disguise this.
2014-09-20 - Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
2014-09-20 - The face-down spell has no mana cost and has a converted mana cost of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
2014-09-20 - When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the creature can still grant it any of these characteristics.
2014-09-20 - Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
2014-09-20 - Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
2014-09-20 - A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
2014-09-20 - At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
2014-09-20 - You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
2014-09-20 - If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

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

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

Ashen Ghoul
3B
Creature - Zombie
(3/1)
Haste

{B}: Return Ashen Ghoul from your graveyard to the battlefield. Activate this ability only during your upkeep and only if three or more creature cards are above Ashen Ghoul.

Note:
2008-10-01 - A card is "above" another card in your graveyard if it was put into that graveyard later.
2008-10-01 - layers may not rearrange the cards in their graveyards.
2008-10-01 - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
2008-10-01 - The last thing that happens to a resolving instant or sorcery spell is that it's put into its owner's graveyard. Example: You cast Wrath of God. All creatures on the battlefield are destroyed. You arrange all the cards put into your graveyard this way in any order you want. The other players in the game do the same to the cards that are put into their graveyards. Then you put Wrath of God into your graveyard, on top of the other cards.
2008-10-01 - Say you're the owner of both a permanent and an Aura that's attached to it. If both the permanent and the Aura are destroyed at the same time (by Akroma's Vengeance, for example), you decide the order they're put into your graveyard. If just the enchanted permanent is destroyed, it's put into your graveyard first. Then, after state-based actions are checked, the Aura (which is no longer attached to anything) is put into your graveyard on top of it.

Ashen Monstrosity
5RR
Creature - Spirit
(7/4)
Haste

Ashen Monstrosity attacks each turn if able.

Ashen Powder
2BB
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control.

Ashen Rider
4WWBB
Creature - Archon
(5/5)
Flying

When Ashen Rider enters the battlefield or dies, exile target permanent.

Ashen-Skin Zubera
1B
Creature - Zubera Spirit
(1/2)
When Ashen-Skin Zubera dies, target opponent discards a card for each Zubera that died this turn.

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

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

Ashenmoor Liege
1(B|R)(B|R)(B|R)
Creature - Elemental Knight
(4/1)
Other black creatures you control get +1/+1.

Other red creatures you control get +1/+1.

Whenever Ashenmoor Liege becomes the target of a spell or ability an opponent controls, that player loses 4 life.

Note:
2008-05-01 - The abilities are separate and cumulative. If another creature you control is both of the listed colors, it will get a total of +2/+2.

Ashes of the Fallen
2
Artifact
As Ashes of the Fallen enters the battlefield, choose a creature type.

Each creature card in your graveyard has the chosen creature type in addition to its other types.

Note:
2005-06-01 - If Spirit is the chosen creature type, the soulshift ability will be able to target any creature card in your graveyard of the appropriate converted mana cost. Suppose two creatures, including one with soulshift, are put into your graveyard from the battlefield at the same time. The Spirit creature type is added as the cards enter the graveyard, just before you choose the target for the soulshift ability.

Ashes to Ashes
1BB
Sorcery
Exile two target nonartifact creatures. Ashes to Ashes deals 5 damage to you.

Note:
2009-10-01 - If one of the targeted creatures is an illegal target by the time Ashes to Ashes resolves, it still exiles the other one and deals 5 damage to you.
2009-10-01 - If both of the targeted creatures are illegal targets by the time Ashes to Ashes resolves, it's countered. It doesn't deal 5 damage to you.

Ashiok's Adept
2B
Creature - Human Wizard
(1/3)
Heroic - Whenever you cast a spell that targets Ashiok's Adept, each opponent discards a card.

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Ashiok, Nightmare Weaver
1UB
Planeswalker - Ashiok
(3)
+2: Exile the top three cards of target opponent's library.

?X: Put a creature card with converted mana cost X exiled with Ashiok, Nightmare Weaver onto the battlefield under your control. That creature is a Nightmare in addition to its other types.

?10: Exile all cards from all opponents' hands and graveyards.

Note:
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.
2013-09-15 - Ashiok's second ability refers to any creature card exiled because of Ashiok's first or third ability.
2013-09-15 - Ashiok's second ability doesn't target any creature card. You choose which creature card to return when that ability resolves, but you must choose one with converted mana cost equal to the value you chose for X when activating the ability.
2013-09-15 - If Ashiok leaves the battlefield, and later another Ashiok enters the battlefield, it is a new object (even if the two were represented by the same card). Creature cards exiled by the original Ashiok can't be put onto the battlefield by the second ability of the new Ashiok.
2013-09-15 - If you put a creature card with bestow onto the battlefield, it will be a creature on the battlefield, not an Aura.
2013-09-15 - If you put a creature card with {X} in its mana cost onto the battlefield, the value of that X is 0.

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

Note:
2007-10-01 - "That much damage" refers to the number of +1/+1 counters removed from Ashling the Pilgrim.  Since the counters are removed, it's likely that the damage will kill Ashling.
2007-10-01 - Counts resolutions, not activations. Any such abilities that are still on the stack won't count toward the total.
2007-10-01 - When the ability resolves, it counts the number of times that same ability from that this creature has already resolved that turn. It doesn't matter who controlled the creature or the previous abilities when they resolved. A copy of this ability (created by Rings of Brighthearth, for example) will count toward the total. Abilities from other creatures with the same name don't count towards the total. Neither does an ability that's been countered.
2007-10-01 - You get the bonus only the third time the ability resolves. You won't get the bonus the fourth, fifth, sixth, or any subsequent times.

Ashling's Prerogative
1R
Enchantment
As Ashling's Prerogative enters the battlefield, choose odd or even. (Zero is even.)

Each creature with converted mana cost of the chosen value has haste.

Each creature without converted mana cost of the chosen value enters the battlefield tapped.

Note:
2007-10-01 - The "chosen value" is either "odd" or "even." So either creatures with odd converted mana costs enter the battlefield tapped and creatures with even converted mana costs have haste, or vice versa.
2007-10-01 - If a creature has X in its mana cost, that X is treated as 0 for the purposes of these effects. It doesn't matter what the value of X was while the creature was on the stack.

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

Note:
2013-07-01 - The target of the ability is chosen when Ashling's ability is put on the stack. When the ability resolves, the player dealt combat damage by Ashling sacrifices that creature if he or she still controls it. Neither regeneration nor indestructibile can save a creature from being sacrificed.

Ashmouth Hound
1R
Creature - Elemental Hound
(2/1)
Whenever Ashmouth Hound blocks or becomes blocked by a creature, Ashmouth Hound deals 1 damage to that creature.

Note:
2011-09-22 - Ashmouth Hound's ability triggers once for each creature it blocks or becomes blocked by.

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

Ashnod's Battle Gear
2
Artifact
You may choose not to untap Ashnod's Battle Gear during your untap step.

{2}, {TAP}: Target creature you control gets +2/-2 for as long as Ashnod's Battle Gear remains tapped.

Ashnod's Coupon
0
Artifact
ocT, Sacrifice Ashnod's Coupon: Target player gets you target drink.

Errata: You pay any costs for the drink.

Ashnod's Cylix
2
Artifact
{3}, {TAP}: Target player looks at the top three cards of his or her library, puts one of them back on top of his or her library, then exiles the rest.

Note:
2004-10-04 - If the player has less than 3 cards in his or her library, look at as many as he or she has, put one back, and exile the others.

Ashnod's Transmogrant
1
Artifact
{TAP}, Sacrifice Ashnod's Transmogrant: Put a +1/+1 counter on target nonartifact creature. That creature becomes an artifact in addition to its other types.

Note:
2007-09-16 - It's the ability, not the counter that makes the creature an artifact.  The creature remains an artifact even if the +1/+1 counter is removed.

Asmira, Holy Avenger
2GW
Legendary Creature - Human Cleric
(2/3)
Flying

At the beginning of each end step, put a +1/+1 counter on Asmira, Holy Avenger for each creature put into your graveyard from the battlefield this turn.

Note:
2004-10-04 - The ability counts creatures that went to the graveyard before this card entered the battlefield.

Aspect of Gorgon
2B
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+3 and has deathtouch. (Any amount of damage it deals to a creature is enough to destroy it.)

Aspect of Hydra
G
Instant
Target creature gets +X/+X until end of turn, where X is your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)

Note:
2013-09-15 - Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
2013-09-15 - Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
2013-09-15 - Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
2013-09-15 - If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
2014-02-01 - The value of X is calculated as Aspect of Hydra resolves. The bonus won't change later in the turn, even if your devotion to green does.

Aspect of Mongoose
1G
Enchantment - Aura
Enchant creature

Enchanted creature has shroud. (It can't be the target of spells or abilities.)

When Aspect of Mongoose is put into a graveyard from the battlefield, return Aspect of Mongoose to its owner's hand.

Aspect of Wolf
1G
Enchantment - Aura
Enchant creature

Enchanted creature gets +X/+Y, where X is half the number of Forests you control, rounded down, and Y is half the number of Forests you control, rounded up.

Note:
2009-10-01 - The effect is continuously updated based on the number of Forests you control at any given time.

Asphodel Wanderer
B
Creature - Skeleton Soldier
(1/1)
{2}{B}: Regenerate Asphodel Wanderer.

Asphyxiate
1BB
Sorcery
Destroy target untapped creature.

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

Assassin's Blade
1B
Instant
Cast Assassin's Blade only during the declare attackers step and only if you've been attacked this step.

Destroy target nonblack attacking creature.

Assassin's Strike
4BB
Sorcery
Destroy target creature. Its controller discards a card.

Note:
2012-10-01 - You must be able to target a creature to cast Assassin's Strike.
2012-10-01 - If the creature is an illegal target when Assassin's Strike tries to resolve, it will be countered and none of its effects will happen. Its controller won't discard a card.
2013-07-01 - If Assassin's Strike resolves but the creature isn't destroyed (perhaps because it regenerated or has indestructible), its controller will discard a card.

Assassinate
2B
Sorcery
Destroy target tapped creature.

Assault Griffin
3W
Creature - Griffin
(3/2)
Flying

Assault Strobe
R
Sorcery
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

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

Assemble the Legion
3RW
Enchantment
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then put a 1/1 red and white Soldier creature token with haste onto the battlefield for each muster counter on Assemble the Legion.

Note:
2013-01-24 - If Assemble the Legion isn't on the battlefield when its ability resolves, use the number of muster counters it had when it was last on the battlefield to determine how many Soldier tokens to put onto the battlefield.

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

Note:
2004-10-04 - You do not have to find a card if you do not want to.

Assembly-Worker
3
Artifact Creature - Assembly-Worker
(2/2)
{TAP}: Target Assembly-Worker creature gets +1/+1 until end of turn.

Note:
2006-09-25 - The ability looks for creatures with the Assembly-Worker subtype, not permanents named Assembly-Worker.

Assert Authority
5UU
Instant
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)

Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Assquatch
4R
Creature - Donkey Lord
(3{1/2}/3{
Each other Donkey gets +1/+1.

Whenever another Donkey comes into play, untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.

Astral Cornucopia
XXX
Artifact
Astral Cornucopia enters the battlefield with X charge counters on it.

{TAP}: Choose a color. Add one mana of that color to your mana pool for each charge counter on Astral Cornucopia.

Note:
2014-02-01 - If you choose 1 for the value of X, Astral Cornucopia will cost {3} to cast and enter the battlefield with one charge counter. If you choose 2 for the value of X, it will cost {6} to cast and enter the battlefield with two charge counters, and so on.
2014-02-01 - The last ability is a mana ability. It doesn't use the stack and can't be responded to.

Astral Slide
2W
Enchantment
Whenever a player cycles a card, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.

Note:
2004-10-04 - If a player cycles a card during the end step, the creature that is exiled won't come back until the end of the next turn.
2008-08-01 - If a face-down card is exiled, it turns face-up and remains face-up when it returns to the battlefield. This does not trigger any abilities that would trigger on it being turned face-up

Astral Steel
2W
Instant
Target creature gets +1/+2 until end of turn.

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Note:
2013-06-07 - The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
2013-06-07 - Spells cast from zones other than a player's hand and spells that were countered are counted by the storm ability.
2013-06-07 - A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
2013-06-07 - The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
2013-06-07 - You may choose new targets for any of the copies. You can choose differently for each copy.

Astrolabe
3
Artifact
{1}, {TAP}, Sacrifice Astrolabe: Add two mana of any one color to your mana pool. Draw a card at the beginning of the next turn's upkeep.

Atalya, Samite Master
3WW
Legendary Creature - Human Cleric
(2/3)
{X}, {TAP}: Choose one -

Prevent the next X damage that would be dealt to target creature this turn. Spend only white mana this way.

You gain X life. Spend only white mana this way.

Note:
2004-10-04 - Cost modifiers which add a cost are not restricted to only white mana.
2004-10-04 - Spending only white mana applies to the ability regardless of which mode you choose.

Athreos, God of Passage
1WB
Legendary Enchantment Creature - God
(5/4)
Indestructible

As long as your devotion to white and black is less than seven, Athreos isn't a creature.

Whenever another creature you own dies, return it to your hand unless target opponent pays 3 life.

Note:
2014-04-26 - You are a creature's owner if the card representing it began the game in your deck, or if it's a token that entered the battlefield under your control.
2014-04-26 - Athreos's last ability will trigger if a token creature you own dies. The target opponent has the option to pay 3 life, although the token can't return to your hand.
2014-04-26 - It doesn't matter who controlled the creature when it died. Athreos's last ability will trigger if you owned that creature.
2014-04-26 - The target opponent chooses whether to pay 3 life when Athreos's last ability resolves. You won't return the card to your hand if that player pays 3 life or if the card leaves the graveyard before the ability resolves.
2014-04-26 - If there are no legal targets for Athreos's last ability (perhaps because each of your opponents has hexproof), it will be removed from the stack with no effect. No one may pay 3 life and you won't return the creature card to your hand.
2014-04-26 - The type-changing ability that can make the God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color.
2014-04-26 - If a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not, for abilities that trigger whenever a creature enters the battlefield.
2014-04-26 - If a God stops being a creature, it loses the type creature and all creature subtypes. It continues to be a legendary enchantment.
2014-04-26 - The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
2014-04-26 - If a God is attacking or blocking and it stops being a creature, it will be removed from combat.
2014-04-26 - If a God is dealt damage, then stops being a creature, then becomes a creature again later in the same turn, the damage will still be marked on it. This is also true for any effects that were affecting the God when it was originally a creature. (Note that in most cases, the damage marked on the God won't matter because it has indestructible.)
2014-04-26 - Your devotion to two colors is equal to the number of mana symbols that are the first color, the second color, or both colors among the mana costs of permanents you control. Specifically, a hybrid mana symbol counts only once toward your devotion to its two colors. For example, if the only nonland permanents you control are Pharika, God of Affliction and Golgari Guildmage (whose mana cost is {B/G}{B/G}), your devotion to black and green is four.
2014-04-26 - Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
2014-04-26 - Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
2014-04-26 - Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).

Atinlay Igpay
5W
Eaturecray - Igpay
(3/3)
Oubleday ikestray

Eneverwhay Atinlay Igpay's ontrollercay eaksspay ay onnay-Igpay-Atinlay ordway, acrificesay Atinlay Igpay.

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

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

Attended Knight
2W
Creature - Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.)

When Attended Knight enters the battlefield, put a 1/1 white Soldier creature token onto the battlefield.

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

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

Note:
2004-10-04 - If you have less than 4 cards, discard all you have.

Auger Spree
1BR
Instant
Target creature gets +4/-4 until end of turn.

Augur il-Vec
1W
Creature - Human Cleric
(1/3)
Shadow (This creature can block or be blocked by only creatures with shadow.)

Sacrifice Augur il-Vec: You gain 4 life. Activate this ability only during your upkeep.

Augur of Bolas
1U
Creature - Merfolk Wizard
(1/3)
When Augur of Bolas enters the battlefield, look at the top three cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Note:
2012-07-01 - You don't reveal the other two cards, nor do you reveal their order on the bottom of the library.
2012-07-01 - If there are fewer that three cards in your library when Augur of Bolas's ability resolves, you'll look at the remaining cards. This won't cause you to lose the game as you haven't drawn from an empty library.

Augur of Skulls
1B
Creature - Skeleton Wizard
(1/1)
{1}{B}: Regenerate Augur of Skulls.

Sacrifice Augur of Skulls: Target player discards two cards. Activate this ability only during your upkeep.

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

Augury Owl
1U
Creature - Bird
(1/1)
Flying

When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Auntie's Hovel

Land
As Auntie's Hovel enters the battlefield, you may reveal a Goblin card from your hand. If you don't, Auntie's Hovel enters the battlefield tapped.

{TAP}: Add {B} or {R} to your mana pool.

Auntie's Snitch
2B
Creature - Goblin Rogue
(3/1)
Auntie's Snitch can't block.

Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)

Whenever a Goblin or Rogue you control deals combat damage to a player, if Auntie's Snitch is in your graveyard, you may return Auntie's Snitch to your hand.

Note:
2008-04-01 - The last ability will trigger only if Auntie's Snitch is in your graveyard at the moment a Goblin or Rogue deals combat damage to a player. The ability will check again when it tries to resolve. If Auntie's Snitch hasn't left the graveyard by this time, you may return it to your hand.
2008-04-01 - If a Goblin or Rogue you control deals combat damage to a player while Auntie's Snitch is in your graveyard, you can return Auntie's Snitch to your hand, then you can cast it for its prowl cost that turn.

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

Note:
2005-02-01 - The damage is dealt by the enchantments, not by Aura Barbs.

Aura Blast
1W
Instant
Destroy target enchantment.

Draw a card.

Note:
2004-10-04 - You don't draw a card if this spell is countered. This can happen if the target is illegal on resolution.
2004-10-04 - You still draw a card if the enchantment regenerates.

Aura Extraction
1W
Instant
Put target enchantment on top of its owner's library.

Cycling {2} ({2}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Aura Finesse
U
Instant
Attach target Aura you control to target creature.

Draw a card.

Note:
2010-06-15 - You may target any Aura you control, and you may target any creature (including one you don't control). Whether the Aura could legally enchant the creature is irrelevant as you're choosing the targets.
2010-06-15 - If you target an Aura that's attached to a creature, you may also target the creature it's attached to. Aura Finesse won't cause the Aura to move, but you'll still draw a card when it resolves.
2010-06-15 - As Aura Finesse resolves, if the targeted Aura can't legally enchant the targeted creature (for example, because the Aura is red and the creature has protection from red, or because the Aura has "enchant creature you control" and an opponent controls the creature), the spell resolves but the Aura doesn't move. You still draw a card.
2010-06-15 - As Aura Finesse resolves, if either target is illegal, the spell resolves but the Aura doesn't move. You still draw a card. If both targets are illegal, Aura Finesse is countered and you don't draw a card.
2010-06-15 - You still control the Aura, even if you attach it to a creature you don't control.

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

Note:
2004-10-04 - If two or more Aura Fluxes are on the battlefield, they will give the text to each other. And they will cause each other enchantment to have two triggered abilities for which the player would have to pay.
2004-10-04 - This card adds a triggered ability to all other enchantments.
2004-10-04 - You choose whether to pay {2} or not on resolution. If not, then you sacrifice the enchantment.

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

Aura Gnarlid
2G
Creature - Beast
(2/2)
Creatures with power less than Aura Gnarlid's power can't block it.

Aura Gnarlid gets +1/+1 for each Aura on the battlefield.

Note:
2010-06-15 - The power of each potential blocking creature is checked against Aura Gnarlid's power only as blockers are declared. Once a creature blocks Aura Gnarlid, increasing the Gnarlid's power or decreasing the blocking creature's power won't undo that block.
2010-06-15 - Aura Gnarlid's second ability counts each Aura regardless of who controls it.

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

Note:
2004-10-04 - If there is no legal place to move the enchantment, then it doesn't move but you still control it.
2007-07-15 - Aura Graft's effect has no duration. You'll retain control of the Aura until the game ends, the Aura leaves the battlefield, or an effect causes someone else to gain control of the Aura.
2007-07-15 - You can target an Aura you already control just to move that Aura to a new permanent.

Aura Mutation
GW
Instant
Destroy target enchantment. Put X 1/1 green Saproling creature tokens onto the battlefield, where X is that enchantment's converted mana cost.

Note:
2004-10-04 - This spell is countered and you get no Saprolings if the enchantment is an illegal target on resolution.

Aura of Dominion
UU
Enchantment - Aura
Enchant creature

{1}, Tap an untapped creature you control: Untap enchanted creature.

Aura of Silence
1WW
Enchantment
Artifact and enchantment spells your opponents cast cost {2} more to cast.

Sacrifice Aura of Silence: Destroy target artifact or enchantment.

Note:
2004-10-04 - Aura of Silence affects all opponents in a multiplayer game.

Aura Shards
1GW
Enchantment
Whenever a creature enters the battlefield under your control, you may destroy target artifact or enchantment.

Aura Thief
3U
Creature - Illusion
(2/2)
Flying

When Aura Thief dies, you gain control of all enchantments. (You don't get to move Auras.)

Note:
2004-10-04 - Gaining control of an enchantment often isn't very interesting since it probably won't change what the enchantment is doing. It only matters if the enchantment does something specifically to "you" or "an opponent" or if the enchantment has an activated ability (which only the controller can use).

Auramancer
2W
Creature - Human Wizard
(2/2)
When Auramancer enters the battlefield, you may return target enchantment card from your graveyard to your hand.

Auramancer's Guise
2UU
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 for each Aura attached to it and has vigilance.

Note:
2007-02-01 - Auramancer's Guise counts itself when determining the power and toughness bonus.

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

Auratouched Mage
5W
Creature - Human Wizard
(3/3)
When Auratouched Mage enters the battlefield, search your library for an Aura card that could enchant it. If Auratouched Mage is still on the battlefield, put that Aura card onto the battlefield attached to it. Otherwise, reveal the Aura card and put it into your hand. Then shuffle your library.

Note:
2005-10-01 - Any Aura card you find must be able to enchant Auratouched Mage as it currently exists, or as it most recently existed on the battlefield if it's no longer on the battlefield. If an effect has made the Mage an artifact, for example, you could search for an Aura with "enchant artifact."

Aurelia's Fury
XRW
Instant
Aurelia's Fury deals X damage divided as you choose among any number of target creatures and/or players. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.

Note:
2013-01-24 - You announce the value of X and how the damage will be divided as part of casting Aurelia's Fury. Each chosen target must receive at least 1 damage.
2013-01-24 - Aurelia's Fury can't deal damage to both a planeswalker and that planeswalker's controller. If damage dealt by Aurelia's Fury is redirected from a player to a planeswalker he or she controls, that player will be able to cast noncreature spells that turn. If you want to stop a player from casting noncreature spells this turn, you can't choose to redirect the damage to a planeswalker he or she controls.
2013-01-24 - If Aurelia's Fury has multiple targets, and some but not all of them are illegal targets when Aurelia's Fury resolves, Aurelia's Fury will still deal damage to the remaining legal targets according to the original damage division.
2013-01-24 - If all of the targets are illegal when Aurelia's Fury tries to resolve, it will be countered and none of its effects will happen. No creature or player will be dealt damage.

Aurelia, the Warleader
2RRWW
Legendary Creature - Angel
(3/4)
Flying, vigilance, haste

Whenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.

Note:
2013-01-24 - You untap all creatures you control, including ones that aren't attacking.
2013-01-24 - You don't have to attack with any creatures during the additional combat phase.
2013-01-24 - If Aurelia is put onto the battlefield attacking, the triggered ability won't trigger.

Aurification
2WW
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 and has defender. (Those creatures can't attack.)

When Aurification leaves the battlefield, remove all gold counters from all creatures.

Note:
2008-10-01 - Aurification gives the creature type "Wall" to creatures with gold counters on them in addition to granting them defender.

Auriok Bladewarden
1W
Creature - Human Soldier
(1/1)
{TAP}: Target creature gets +X/+X until end of turn, where X is Auriok Bladewarden's power.

Auriok Champion
WW
Creature - Human Cleric
(1/1)
Protection from black and from red

Whenever another creature enters the battlefield, you may gain 1 life.

Note:
2004-12-01 - Gaining life when a creature enters the battlefield is optional.

Auriok Edgewright
WW
Creature - Human Soldier
(2/2)
Metalcraft - Auriok Edgewright has double strike as long as you control three or more artifacts.

Note:
2011-01-01 - If Auriok Edgewright has double strike as the combat damage step begins, there will be a second combat damage step. As that second combat damage step begins, if Auriok Edgewright no longer has double strike (perhaps because an artifact creature you controlled was destroyed), Auriok Edgewright will not assign combat damage a second time.

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

Auriok Replica
3
Artifact Creature - Cleric
(2/2)
{W}, Sacrifice Auriok Replica: Prevent all damage a source of your choice would deal to you this turn.

Note:
2011-01-01 - You choose a source of damage as the ability resolves. Since the ability doesn't target the source, you could choose a source with protection from artifacts, for example.
2011-01-01 - If the chosen source would deal damage to you and to other creatures, players, and/or planeswalkers, only the damage that would be dealt to you is prevented.

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

Note:
2013-06-07 - If a card in a graveyard has X in its mana cost, X is considered to be 0.

Auriok Siege Sled
6
Artifact Creature - Juggernaut
(3/5)
{1}: Target artifact creature blocks Auriok Siege Sled this turn if able.

{1}: Target artifact creature can't block Auriok Siege Sled this turn.

Note:
2004-12-01 - Remember that  an effect that says you "can't" do something overrides an effect that says you can or must do something. If you activate both of Auriok Siege Sled's abilities on the same creature, that creature can't block Auriok Siege Sled this turn.

Auriok Steelshaper
1W
Creature - Human Soldier
(1/1)
Equip costs you pay cost {1} less.

As long as Auriok Steelshaper is equipped, each creature you control that's a Soldier or a Knight gets +1/+1.

Auriok Sunchaser
1W
Creature - Human Soldier
(1/1)
Metalcraft - As long as you control three or more artifacts, Auriok Sunchaser gets +2/+2 and has flying.

Note:
2011-01-01 - For the purposes of blocking (either because Auriok Sunchaser is attacking or because a creature with flying is attacking Auriok Sunchaser's controller), whether Auriok Sunchaser has flying is checked only as the declare blockers step begins.
2011-01-01 - If Auriok Sunchaser blocks a creature with flying, causing it to lose flying (by destroying an artifact its controller controls, for example) won't change that.

Auriok Survivors
5W
Creature - Human Soldier
(4/6)
When Auriok Survivors enters the battlefield, you may return target Equipment card from your graveyard to the battlefield. If you do, you may attach it to Auriok Survivors.

Note:
2011-06-01 - If Auriok Survivors is no longer on the battlefield when its enters-the-battlefield ability resolves, the Equipment will return to the battlefield and remain unattached.

Auriok Transfixer
W
Creature - Human Scout
(1/1)
{W}, {TAP}: Tap target artifact.

Auriok Windwalker
3W
Creature - Human Wizard
(2/3)
Flying

{TAP}: Attach target Equipment you control to target creature you control.

Aurochs
3G
Creature - Aurochs
(2/3)
Trample

Whenever Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

Note:
2004-10-04 - The bonus is not applied until after you check for attack legality, so it is a 2/3 creature when declaring attackers.
2009-10-01 - The ability counts the number of attacking creatures with the creature type Aurochs, not just those named Aurochs.

Aurochs Herd
5G
Creature - Aurochs
(4/4)
Trample

When Aurochs Herd enters the battlefield, you may search your library for an Aurochs card, reveal it, and put it into your hand. If you do, shuffle your library.

Whenever Aurochs Herd attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

Aurora Eidolon
3W
Creature - Spirit
(2/2)
{W}, Sacrifice Aurora Eidolon: Prevent the next 3 damage that would be dealt to target creature or player this turn.

Whenever you cast a multicolored spell, you may return Aurora Eidolon from your graveyard to your hand.

Aurora Griffin
3W
Creature - Griffin
(2/2)
Flying

{W}: Target permanent becomes white until end of turn.

Auspicious Ancestor
3W
Creature - Human Cleric
(2/3)
When Auspicious Ancestor dies, you gain 3 life.

Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life.

Austere Command
4WW
Sorcery
Choose two -

Destroy all artifacts.

Destroy all enchantments.

Destroy all creatures with converted mana cost 3 or less.

Destroy all creatures with converted mana cost 4 or greater.

Note:
2007-10-01 - If the first and third modes are chosen, an artifact creature with converted mana cost 3 or less would be destroyed twice by this spell. It would have to be regenerated twice to survive. (A similar thing happens with most of the other combinations.)

Autochthon Wurm
10GGGWW
Creature - Wurm
(9/14)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Trample

Note:
2014-07-18 - The rules for convoke have changed slightly since it last appeared in an expansion. Previously, convoke reduced the cost to cast a spell. Under current rules, you tap creatures at the same time you pay the spell's costs. Tapping a creature this way is simply another way to pay.
2014-07-18 - Convoke doesn't change a spell's mana cost or converted mana cost.
2014-07-18 - When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated.
2014-07-18 - Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
2014-07-18 - Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
2014-07-18 - When using convoke to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap creatures you control to help pay that cost. For example, if you cast Chord of Calling (a spell with convoke and mana cost {X}{G}{G}{G}) and choose X to be 3, the total cost is {3}{G}{G}{G}. If you tap two green creatures and two red creatures, you'll have to pay {1}{G}.
2014-07-18 - If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped when you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.

Autumn Willow
4GG
Legendary Creature - Avatar
(4/4)
Shroud (This creature can't be the target of spells or abilities.)

{G}: Until end of turn, Autumn Willow can be the target of spells and abilities controlled by target player as though it didn't have shroud.

Note:
2004-10-04 - This spell can be countered. Shroud does not work until it enters the battlefield.

Autumn's Veil
G
Instant
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.

Note:
2010-08-15 - Autumn's Veil itself may be countered by blue or black spells. Its effect doesn't apply until after it resolves.
2010-08-15 - After Autumn's Veil resolves, any spell you control that turn can still be targeted by spells that try to counter it (such as Cancel), regardless of their color. If those spells are blue or black at the time they would resolve, they will resolve, but the part of their effect that would counter the spell you control simply won't do anything. Any other effects those spells have will work as normal.
2010-08-15 - If a creature you control is being targeted by a spell when Autumn's Veil resolves, nothing happens right away. When that spell would resolve, its color is checked. If it's blue or black, that creature will be an illegal target for that spell, and will be unable to be affected by it. If all that spell's targets have become illegal by the time it would resolve, it's countered.
2010-08-15 - After Autumn's Veil resolves, no new blue or black spell may be cast that turn targeting a creature you control.
2010-08-15 - Keep in mind that an Aura spell targets the permanent it will enchant (but an Aura on the battlefield doesn't target the permanent it's attached to).
2010-08-15 - Autumn's Veil affects any spells and creatures you happen to control at any point during the rest of the turn, not just spells and creatures you control as it resolves. That's because it doesn't grant an ability to those spells or creatures; rather, it affects the game rules and states something that's now true about those spells and creatures.
2010-08-15 - Autumn's Veil has no effect on abilities. After it resolves, spells you control may be countered by abilities from blue or black sources, and creatures you control may be targeted by abilities from blue or black sources.

Avacyn's Collar
1
Artifact - Equipment
Equipped creature gets +1/+0 and has vigilance.

Whenever equipped creature dies, if it was a Human, put a 1/1 white Spirit creature token with flying onto the battlefield.

Equip {2}

Note:
2011-01-22 - The triggered ability checks whether the equipped creature as it last existed on the battlefield was a Human. (It doesn't matter what its creature types are in the graveyard.)

Avacyn's Pilgrim
G
Creature - Human Monk
(1/1)
{TAP}: Add {W} to your mana pool.

Avacyn, Angel of Hope
5WWW
Legendary Creature - Angel
(8/8)
Flying, vigilance, indestructible

Other permanents you control have indestructible.

Note:
2013-07-01 - Creatures with indestructible still have damage marked on them, even though that damage won't destroy them. If Avacyn leaves the battlefield, creatures that lose indestructible and have lethal damage marked on them will be destroyed.
2013-07-01 - A permanent with indestructible can't be destroyed, but it can still be sacrificed, exiled, put into a graveyard, and so on.

Avacyn, Guardian Angel
2WWW
Legendary Creature - Angel
(5/4)
Flying, vigilance

{1}{W}: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.

{5}{W}{W}: Prevent all damage that would be dealt to target player this turn by sources of the color of your choice.

Note:
2014-07-18 - The possible color choices are white, blue, black, red, and green. You can't choose artifact, colorless, or any other word.
2014-07-18 - For each activated ability, you choose the color as the ability resolves. However, the color of a source that would deal damage to the creature or player is checked only when it would deal that damage, not as Avacyn's ability resolves. For example, if you choose blue, damage a blue creature would deal is prevented, even if that creature wasn't blue (or wasn't on the battlefield) when Avacyn's ability resolved.
2014-07-18 - Whether the target creature or player is still a legal target is no longer checked after the appropriate ability resolves. For example, if a creature targeted by the first ability gains protection from white after the ability resolves but before it prevents damage, the effect will still prevent damage.
2014-07-18 - The second activated ability doesn't prevent damage that would be dealt to planeswalkers the target player controls. If that player is you, it can still prevent noncombat damage that your opponent would want to redirect from you to one of your planeswalkers. Just apply the ability's prevention effect to that damage first, and there won't be any damage to redirect.
2014-07-18 - Both activated abilities prevent all damage of the chosen color, not just combat damage.
2014-07-18 - Neither activated ability has any effect on damage that's already been dealt.

Avacynian Priest
1W
Creature - Human Cleric
(1/2)
{1}, {TAP}: Tap target non-Human creature.

Avalanche
X2RR
Sorcery
Destroy X target snow lands.

Avalanche Riders
3R
Creature - Human Nomad
(2/2)
Haste

Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Avalanche Riders enters the battlefield, destroy target land.

Avalanche Tusker
2GUR
Creature - Elephant Warrior
(6/4)
Whenever Avalanche Tusker attacks, target creature defending player controls blocks it this combat if able.

Note:
2014-09-20 - If the target creature can't block Avalanche Tusker, but could block another attacking creature, it's free to block that creature or block no creatures at all.
2014-09-20 - If, during the declare blockers step, the target creature is tapped or is affected by a spell or ability that says it can't block, then it doesn't block. If there's a cost associated with having that creature block, its controller isn't forced to pay that cost. If the player doesn't, the creature doesn't block in that case either.

Avarax
3RR
Creature - Beast
(3/3)
Haste

When Avarax enters the battlefield, 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 Amulet
4
Artifact - Equipment
Equipped creature gets +2/+0 and has vigilance and "At the beginning of your upkeep, draw a card."

When equipped creature dies, target opponent gains control of Avarice Amulet.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

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

Note:
2004-12-01 - It is possible to activate this ability in response to itself and generate some odd combinations. For example, if you control this card and another permanent, you can use this card's ability and target the permanent you control. You can then use this card's ability again and target a permanent your opponent controls. The second usage resolves first and you get your opponent's permanent in exchange for this one. The first usage then resolves and swaps your other permanent for the Totem so you get it back. The net effect is that you can swap any non-land permanent you have for any of theirs if you can activate this ability twice. Note that your opponent does get the chance to use the Totem in between the resolutions of your two usages if they have the mana.

Avatar of Discord
(B|R)(B|R)(B|R)
Creature - Avatar
(5/3)
(({B|R}) can be paid with either {B} or {R}.)

Flying

When Avatar of Discord enters the battlefield, sacrifice it unless you discard two cards.

Avatar of Fury
6RR
Creature - Avatar
(6/6)
If an opponent controls seven or more lands, Avatar of Fury costs {6} less to cast.

Flying

{R}: Avatar of Fury gets +1/+0 until end of turn.

Note:
2004-10-04 - The converted mana cost of this card is still 8, even if you only pay {R}{R} to cast it.

Avatar of Hope
6WW
Creature - Avatar
(4/9)
If you have 3 or less life, Avatar of Hope costs {6} less to cast.

Flying

Avatar of Hope can block any number of creatures.

Note:
2004-10-04 - The converted mana cost of this card is still 8, even if you only pay {W}{W} to cast it.

Avatar of Me
2UU
Creature - Avatar
(*/*)
Avatar of Me costs {1} more to play for each ten years you've been alive.

Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest .

Avatar of Me's color is the color of your eyes.

Avatar of Might
6GG
Creature - Avatar
(8/8)
If an opponent controls at least four more creatures than you, Avatar of Might costs {6} less to cast.

Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Note:
2004-10-04 - The converted mana cost of this card is still 8, even if you only pay {G}{G} to cast it.

Avatar of Slaughter
6RR
Creature - Avatar
(8/8)
All creatures have double strike and attack each turn if able.

Note:
2011-09-22 - If, during a player's declare attackers step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
2011-09-22 - If there are multiple combat phases in a turn, creatures must attack only in the first one in which they're able to.

Avatar of Will
6UU
Creature - Avatar
(5/6)
If an opponent has no cards in hand, Avatar of Will costs {6} less to cast.

Flying

Note:
2004-10-04 - The converted mana cost of this card is still 8, even if you only pay {U}{U} to cast it.

Avatar of Woe
6BB
Creature - Avatar
(6/5)
If there are ten or more creature cards total in all graveyards, Avatar of Woe costs {6} less to cast.

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

{TAP}: Destroy target creature. It can't be regenerated.

Note:
2004-10-04 - The converted mana cost of this card is still 8, even if you only pay {B}{B} to cast it.

Aven Archer
3WW
Creature - Bird Soldier Archer
(2/2)
Flying

{2}{W}, {TAP}: Aven Archer deals 2 damage to target attacking or blocking creature.

Aven Augur
3U
Creature - Bird Wizard
(2/2)
Flying

Sacrifice Aven Augur: Return up to two target creatures to their owners' hands. Activate this ability only during your upkeep.

Aven Brigadier
3WWW
Creature - Bird Soldier
(3/5)
Flying

Other Bird creatures get +1/+1.

Other Soldier creatures get +1/+1.

Note:
2004-10-04 - It gives +2/+2 to creatures that are both Birds and Soldiers.

Aven Cloudchaser
3W
Creature - Bird Soldier
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aven Cloudchaser enters the battlefield, destroy target enchantment.

Aven Envoy
U
Creature - Bird Soldier
(0/2)
Flying

Aven Farseer
1W
Creature - Bird Soldier
(1/1)
Flying

Whenever a permanent is turned face up, put a +1/+1 counter on Aven Farseer.

Note:
2007-05-01 - Triggers when any permanent is turned face up, not just a creature.

Aven Fateshaper
6U
Creature - Bird Wizard
(4/5)
Flying

When Aven Fateshaper enters the battlefield, 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
3U
Creature - Bird Soldier
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)

When Aven Fisher dies, you may draw a card.

Aven Fleetwing
3U
Creature - Bird Soldier
(2/2)
Flying

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Aven Flock
4W
Creature - Bird Soldier
(2/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)

{W}: Aven Flock gets +0/+1 until end of turn.

Aven Fogbringer
3U
Creature - Bird Wizard
(2/1)
Flying

When Aven Fogbringer enters the battlefield, return target land to its owner's hand.

Aven Liberator
2WW
Creature - Bird Soldier
(2/3)
Flying

Morph {3}{W} (You may cast this card 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 Mimeomancer
1WU
Creature - Bird Wizard
(3/1)
Flying

At the beginning of your upkeep, you may put a feather counter on target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feather counter on it.

Note:
2009-05-01 - If the second ability affects a creature, it doesn't cause that creature to lose any of its abilities. It just gives that creature flying as well.
2009-05-01 - The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves the battlefield.
2009-05-01 - You may put a feather counter on a creature that already has a feather counter on it. Doing so has no visible effect unless some other effect has changed the creature's power or toughness, or caused it to lose flying, since the last feather counter was put on it.
2009-05-01 - If all feather counters on a creature are moved to a different creature, the ability doesn't follow them. The first creature stops being affected by the ability because it no longer has a feather counter on it. The second creature is not affected by the ability because Aven Mimeomancer didn't target it.
2009-10-01 - The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.

Aven Mindcensor
2W
Creature - Bird Wizard
(2/1)
Flash (You may cast this spell any time you could cast an instant.)

Flying

If an opponent would search a library, that player searches the top four cards of that library instead.

Note:
2007-05-01 - This checks which player is searching a library, not which library is being searched.
2007-05-01 - The search works exactly the same as normal except that the player doing the searching sees only the top four cards of that library. The player can't look at the other cards in that library at all. Cards not in the top four cards of the library can't be found in the search, even if they're identifiable in some manner.
2007-05-01 - After the search is complete, if the effect has the player shuffle that library, the entire library is shuffled.
2007-05-01 - If the player is searching the top four cards of his or her library, the player may cast a Panglacial Wurm located there.
2007-05-01 - Shadow of Doubt prevents libraries from being searched at all, so its effect trumps this one.

Aven Redeemer
3W
Creature - Bird Cleric
(2/2)
Flying

{TAP}: Prevent the next 2 damage that would be dealt to target creature or player this turn.

Aven Riftwatcher
2W
Creature - Bird Rebel Soldier
(2/3)
Flying

Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Aven Riftwatcher enters the battlefield or leaves the battlefield, you gain 2 life.

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

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

Aven Soulgazer
3WW
Creature - Bird Cleric
(3/3)
Flying

{2}{W}: Look at target face-down creature.

Aven Squire
1W
Creature - Bird Soldier
(1/1)
Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Aven Trailblazer
2W
Creature - Bird Soldier
(2/*)
Flying

Domain - Aven Trailblazer's toughness is equal to the number of basic land types among lands you control.

Note:
2009-02-01 - To determine the number of basic land types among lands you control, look at the lands you have on the battlefield and ask yourself whether the subtypes Plains, Island, Swamp, Mountain, and Forest appear within that group. The number of times you say yes (topping out at five) tells you how powerful your domain abilities will be.
2009-02-01 - How many lands you control of a particular basic land type is irrelevant to a domain ability, as long as that number is greater than zero. As far as domain is concerned, ten Forests is the same as one Forest.
2009-02-01 - A number of nonbasic lands have basic land types. Domain abilities don't count the number of lands you control -- they count the number of basic land types among lands you control, even if that means checking the same land twice. For example, if you control a Tundra, an Overgrown Tomb, and a Madblind Mountain, you'll have a Plains, Island, Swamp, Mountain, and Forest among the lands you control. Your domain abilities will be maxed out.
2009-02-01 - Aven Trailblazer's second ability is a "characteristic-defining ability." It applies at all times in all zones.

Aven Trooper
3W
Creature - Bird Soldier
(1/1)
Flying

{2}{W}, Discard a card: Aven Trooper gets +1/+2 until end of turn.

Aven Warcraft
2W
Instant
Creatures you control get +0/+2 until end of turn.

Threshold - If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.

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

Flying

Aven Windreader
3UU
Creature - Bird Soldier Wizard
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.)

{1}{U}: Target player reveals the top card of his or her library.

Avenger en-Dal
1W
Creature - Human Spellshaper
(1/1)
{2}{W}, {TAP}, Discard a card: Exile target attacking creature. Its controller gains life equal to its toughness.

Avenger of Zendikar
5GG
Creature - Elemental
(5/5)
When Avenger of Zendikar enters the battlefield, put a 0/1 green Plant creature token onto the battlefield for each land you control.

Landfall - Whenever a land enters the battlefield under your control, you may put a +1/+1 counter on each Plant creature you control.

Note:
2010-03-01 - The landfall ability triggerss whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2010-03-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.

Avenging Angel
3WW
Creature - Angel
(3/3)
Flying

When Avenging Angel dies, you may put it on top of its owner's library.

Note:
2008-04-01 - This has been restored as a triggered ability that triggers when it is put into a graveyard from the battlefield, rather than a replacement effect. The Angel does go to the graveyard, and will trigger any other abilities that look for this event.

Avenging Arrow
2W
Instant
Destroy target creature that dealt damage this turn.

Note:
2012-10-01 - It doesn't matter what the creature dealt damage to. If the creature dealt damage to another creature or a planeswalker, it doesn't matter whether that creature or planeswalker is still on the battlefield.
2012-10-01 - Avenging Arrow doesn't affect the damage the creature dealt. It isn't retroactively prevented.

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

Note:
2004-10-04 - The ability does not work if all damage is prevented.
2004-10-04 - Putting a land onto the battlefield does not count as playing a land.

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

Flying

Avizoa
3U
Creature - Jellyfish
(2/2)
Flying

{0}: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Activate this ability only once each turn.

Note:
2004-10-04 - You skip the next untap step that you are not skipping for any other reason. In other words, the skips save up until you skip as many as required.

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

Note:
2011-01-22 - Avoid Fate must target an instant spell or an Aura spell as it's cast, and it must be targeting an instant or an Aura spell at the time it resolves. It will still resolve if it starts out targeting a spell of one type but the target changes to a spell of the other type (thanks to Shunt, for instance) before it resolves.

Awaken the Ancient
1RRR
Enchantment - Aura
Enchant Mountain

Enchanted Mountain is a 7/7 red Giant creature with haste. It's still a land.

Note:
2013-07-01 - Awaken the Ancient can enchant any land with the subtype Mountain, not just one named Mountain.
2013-07-01 - The enchanted Mountain retains any other types or subtypes it may have. You can still tap it to add {R} to your mana pool. It can be affected by anything that affects either a land or a creature.
2013-07-01 - This doesn't count as a creature entering the battlefield. The Mountain was already on the battlefield; it only changed types.
2013-07-01 - If the enchanted Mountain stops being a Mountain for any reason, Awaken the Ancient will be put into its owner's graveyard as a state-based action.
2013-07-01 - Copies of the enchanted Mountain won't be 7/7 red Giant creatures with haste. For example, if Awaken the Ancient is enchanting a basic Mountain, a copy of that creature would just be a basic Mountain.

Awaken the Bear
2G
Instant
Target creature gets +3/+3 and gains trample until end of turn.

Awakener Druid
2G
Creature - Human Druid
(1/1)
When Awakener Druid enters the battlefield, target Forest becomes a 4/5 green Treefolk creature for as long as Awakener Druid remains on the battlefield. It's still a land.

Note:
2009-10-01 - Awakener Druid's ability affects a land with the land type Forest, not necessarily a land with the name Forest.
2009-10-01 - Awakener Druid's ability is mandatory. When it enters the battlefield, you must target a Forest (if there is one), even if you don't control that Forest.
2009-10-01 - If Awakener Druid leaves the battlefield before its enters-the-battlefield ability resolves, nothing happens to the targeted Forest when that ability resolves. It won't become a creature.
2009-10-01 - If the targeted Forest entered the battlefield this turn, it will be affected by "summoning sickness" once it becomes a Treefolk. You won't be able to attack with it or use its activated abilities that have {T} in the cost (including its mana ability).
2009-10-01 - If Awakener Druid and the Treefolk are dealt lethal damage at the same time, both will be destroyed. However, if Awakener Druid leaves the battlefield before the Treefolk is dealt damage, it will immediately revert to being just a land and thus can't be dealt damage.

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

Note:
2006-05-01 - In Two-Headed Giant, triggers only once per upkeep, not once for each player.

Awakening Zone
2G
Enchantment
At the beginning of your upkeep, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {1} to your mana pool."

Awe for the Guilds
2R
Sorcery
Monocolored creatures can't block this turn.

Note:
2013-04-15 - A monocolored creature is exactly one color. (Colorless creatures aren't monocolored.)
2013-04-15 - No monocolored creature will be able to block that turn, including monocolored creatures that enter the battlefield after Awe for the Guilds resolves. A creature that's monocolored when Awe for the Guilds resolves but somehow becomes multicolored before blockers are declared will be able to block.

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

Awesome Presence
U
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked unless defending player pays {3} for each creature he or she controls that's blocking it.

Note:
2007-02-01 - In the Two-Headed Giant format, you still only have to pay once per creature.

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

Axebane Guardian
2G
Creature - Human Druid
(0/3)
Defender

{TAP}: Add X mana in any combination of colors to your mana pool, where X is the number of creatures with defender you control.

Note:
2012-10-01 - Axebane Guardian's activated ability is a mana ability. It doesn't use the stack and can't be responded to. The number of creatures with defender you control is counted, and the color(s) of mana produced chosen, immediately after the ability is activated when the ability resolves.

Axebane Stag
6G
Creature - Elk
(6/7)


Axegrinder Giant
4RR
Creature - Giant Warrior
(6/4)


Axelrod Gunnarson
4BBRR
Legendary Creature - Giant
(5/5)
Trample

Whenever a creature dealt damage by Axelrod Gunnarson this turn dies, you gain 1 life and Axelrod deals 1 damage to target player.

Note:
2009-10-01 - Each time a creature is put into a graveyard from play, check whether Axelrod Gunnarson had dealt any damage to it at any time during that turn. (This includes combat damage.) If so, Axelrod Gunnarson's second ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
2009-10-01 - If Axelrod Gunnarson and a creature it dealt damage to are both put into a graveyard at the same time, Axelrod Gunnarson's second ability will trigger.
2009-10-01 - The player you target with Axelrod Gunnarson's ability doesn't have to be the player that controlled the creature that was put into a graveyard.

Ayesha Tanaka
WWUU
Legendary Creature - Human Artificer
(2/2)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

{TAP}: Counter target activated ability from an artifact source unless that ability's controller pays {W}. (Mana abilities can't be targeted.)

Note:
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Aysen Abbey

Land
{TAP}: Add {1} to your mana pool.



{1}, {TAP}: Add {W} to your mana pool.



{2}, {TAP}: Add {G} or {U} to your mana pool.

Aysen Bureaucrats
1W
Creature - Human Advisor
(1/1)
{TAP}: Tap target creature with power 2 or less.

Note:
2004-10-04 - This checks the power of the creature on activation and on resolution.

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

Note:
2008-10-01 - Aysen Crusader's ability counts the number of permanents you control that are Soldiers and/or Warriors. A permanent with both creature types is counted only once.

Aysen Highway
3WWW
Enchantment
White creatures have plainswalk.

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

Note:
2005-06-01 - Nonland legendary permanents don't affect whether Ayumi can be blocked or not, only legendary lands.

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

Azimaet Drake
2U
Creature - Drake
(1/3)
Flying

{U}: Azimaet Drake gets +1/+0 until end of turn. Activate this ability only once each turn.

Azor's Elocutors
3(W|U)(W|U)
Creature - Human Advisor
(3/5)
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.

Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.

Note:
2012-10-01 - You'll only win the game if Azor's Elocutors has five or more filibuster counters on it when the first ability resolves. For example, if Azor's Elocutors has four filibuster counters on it and you somehow add another during your main phase, you won't win the game immediately.
2012-10-01 - The second ability of Azor's Elocutors removes one filibuster counter per source, no matter how much damage that source dealt. For example, if two attacking creatures deal damage to you at the same time, two filibuster counters will be removed.

Azorius Arrester
1W
Creature - Human Soldier
(2/1)
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)

Note:
2013-04-15 - Activated abilities include a colon and are written in the form “[cost]: [effect].” No one can activate any activated abilities, including mana abilities, of a detained permanent.
2013-04-15 - The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.
2013-04-15 - If a creature is already attacking or blocking when it's detained, it won't be removed from combat. It will continue to attack or block.
2013-04-15 - If a permanent's activated ability is on the stack when that permanent is detained, the ability will be unaffected.
2013-04-15 - If a noncreature permanent is detained and later turns into a creature, it won't be able to attack or block.
2013-04-15 - When a player leaves a multiplayer game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

Azorius Chancery

Land
Azorius Chancery enters the battlefield tapped.

When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.

{TAP}: Add {W}{U} to your mana pool.

Note:
2013-04-15 - If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.

Azorius Charm
WU
Instant
Choose one -

Creatures you control gain lifelink until end of turn.

Draw a card.

Put target attacking or blocking creature on top of its owner's library.

Note:
2012-10-01 - Multiple instances of lifelink on the same creature are redundant.

Azorius Cluestone
3
Artifact
{TAP}: Add {W} or {U} to your mana pool.

{W}{U}, {TAP}, Sacrifice Azorius Cluestone: Draw a card.

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

Note:
2006-05-01 - "Protection from enchantments" means that Azorius First-Wing can't be enchanted, it can't be targeted by Aura spells or by abilities of enchantments, all damage that would be dealt to it by enchantments is prevented, and it can't be blocked by creatures that are also enchantments.
2006-05-01 - If an effect tries to move an Aura onto this creature, the effect will fail and the Aura will stay where it was.
2006-05-01 - Azorius First-Wing doesn't have protection from creatures that are enchanted.

Azorius Guildgate

Land - Gate
Azorius Guildgate enters the battlefield tapped.

{TAP}: Add {W} or {U} to your mana pool.

Note:
2013-04-15 - The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
2013-04-15 - Gate is not a basic land type.

Azorius Guildmage
(W|U)(W|U)
Creature - Vedalken Wizard
(2/2)
{2}{W}: Tap target creature.

{2}{U}: Counter target activated ability. (Mana abilities can't be targeted.)

Note:
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Azorius Herald
2W
Creature - Spirit
(2/1)
Azorius Herald can't be blocked.

When Azorius Herald enters the battlefield, you gain 4 life.

When Azorius Herald enters the battlefield, sacrifice it unless {U} was spent to cast it.

Note:
2006-05-01 - If this enters the battlefield in a way other than announcing it as a spell, then the appropriate mana can't have been paid, and you'll have to sacrifice it.  

Azorius Justiciar
2WW
Creature - Human Wizard
(2/2)
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)

Note:
2012-10-01 - The two creatures can be controlled by the same opponent or by different opponents.
2013-04-15 - Activated abilities include a colon and are written in the form “[cost]: [effect].” No one can activate any activated abilities, including mana abilities, of a detained permanent.
2013-04-15 - The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.
2013-04-15 - If a creature is already attacking or blocking when it's detained, it won't be removed from combat. It will continue to attack or block.
2013-04-15 - If a permanent's activated ability is on the stack when that permanent is detained, the ability will be unaffected.
2013-04-15 - If a noncreature permanent is detained and later turns into a creature, it won't be able to attack or block.
2013-04-15 - When a player leaves a multiplayer game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.

Azorius Keyrune
3
Artifact
{TAP}: Add {W} or {U} to your mana pool.

{W}{U}: Azorius Keyrune becomes a 2/2 white and blue Bird artifact creature with flying until end of turn.

Note:
2013-04-15 - Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
2013-04-15 - Activating the ability that turns the Keyrune into a creature while it's already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.

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

Prevent all combat damage that would be dealt to target creature this turn.

Note:
2006-05-01 - The two targets may be the same creature or they may be different creatures.

Azorius Signet
2
Artifact
{1}, {TAP}: Add {W}{U} to your mana pool.

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

Note:
2006-05-01 - This ability will trigger whenever any permanent, including a token creature or Azorius AEthermage itself, is returned to your hand. It doesn't matter who controlled the permanent or if it had ever actually been in your hand before.

Azure Drake
3U
Creature - Drake
(2/4)
Flying

Azure Mage
1U
Creature - Human Wizard
(2/1)
{3}{U}: Draw a card.

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

B-I-N-G-O
1G
Creature - Hound
(1/1)
Trample

Whenever a player plays a spell, put a chip counter on its converted mana cost.

B-I-N-G-O gets +9/+9 for each set of three numbers in a row with chip counters on them.

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



more creatures.

Back from the Brink
4UU
Enchantment
Exile a creature card from your graveyard and pay its mana cost: Put a token onto the battlefield that's a copy of that card. Activate this ability only any time you could cast a sorcery.

Note:
2011-09-22 - Although you're paying the card's mana cost, you aren't casting that card. Abilities that reduce the cost to cast a creature spell won't apply, and additional costs to cast that creature can't be paid. If the card has an ability that allows another cost to be paid "rather than its mana cost," that alternative cost can be paid. Other alternative costs that affect what it costs to cast a creature spell, such as evoke, can't.
2011-09-22 - Any enters-the-battlefield abilities of the creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the creature will also work.
2011-09-22 - If you exile a double-faced creature card this way, you'll pay the mana cost of the front face. The token will be a copy of the front face and it won't be able to transform.
2011-09-22 - If the exiled creature card has {X} in its mana cost, X is considered to be zero.

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

Back to Nature
1G
Instant
Destroy all enchantments.

Backdraft
1R
Instant
Choose a player who cast one or more sorcery spells this turn. Backdraft deals damage to that player equal to half the damage dealt by one of those sorcery spells this turn, rounded down.

Backfire
U
Enchantment - Aura
Enchant creature

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

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

Note:
2004-10-04 - Being untapped is a targeting restriction. If the target is tapped before this spell resolves, then this spell is countered.

Backslide
1U
Instant
Turn target creature with morph face down.

Cycling {U} ({U}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

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

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

Bad River

Land
Bad River enters the battlefield tapped.

{TAP}, Sacrifice Bad River: Search your library for an Island or Swamp card and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Badlands

Land - Swamp Mountain
({TAP}: Add {B} or {R} to your mana pool.)

Note:
2004-10-04 - Land type changing effects that change a dual land's land type will remove the old land types completely. Text-changing effects that just change one of the two land types will leave the other type unaffected.
2004-10-04 - This card is a Mountain and a Swamp even while in the graveyard, library, or any other zone.
2008-10-01 - This has the mana abilities associated with both of its basic land types.
2008-10-01 - This has basic land types, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do.

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

Baku Altar
2
Artifact
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Baku Altar.

{2}, {TAP}, Remove a ki counter from Baku Altar: Put a 1/1 colorless Spirit creature token onto the battlefield.

Bala Ged Scorpion
3B
Creature - Scorpion
(2/3)
When Bala Ged Scorpion enters the battlefield, you may destroy target creature with power 1 or less.

Note:
2010-06-15 - The power of the targeted creature is checked both as you target it and as the ability resolves.

Bala Ged Thief
3B
Creature - Human Rogue Ally
(2/2)
Whenever Bala Ged Thief or another Ally enters the battlefield under your control, target player reveals a number of cards from his or her hand equal to the number of Allies you control. You choose one of them. That player discards that card.

Note:
2009-10-01 - The ability counts the number of allies you control as it resolves.
2009-10-01 - If the number of Allies you control as the ability resolves is greater than the number of cards in the targeted player's hand, that player reveals his or her entire hand. You choose one of the cards revealed this way and that player discards it.

Balance
1W
Sorcery
Each player chooses a number of lands he or she controls equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.

Note:
2004-10-04 - This spell is not targeted, so cards which can't be targeted, such as a creature with protection from white, are both counted and valid choices for being sacrificed.
2004-10-04 - All lands sacrificed go to the graveyard simultaneously, then all cards discarded, and finally all creatures sacrificed. Within each group, you pick the order they end up in the graveyard.
2004-10-04 - Cards are not counted until the appropriate step. So, a land creature sacrificed to the first part of the spell would not count for the last part.

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

Note:
2004-10-04 - The number of cards is counted during resolution.

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

Balduvian Barbarians
1RR
Creature - Human Barbarian
(3/2)


Balduvian Bears
1G
Creature - Bear
(2/2)


Balduvian Conjurer
1U
Creature - Human Wizard
(0/2)
{TAP}: Target snow land becomes a 2/2 creature until end of turn. It's still a land.

Note:
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.
2008-10-01 - If an affected land later loses the supertype snow, Balduvian Conjurer's effect doesn't end. The land will remain a creature until end of turn.

Balduvian Dead
3B
Creature - Zombie
(2/3)
{2}{R}, Exile a creature card from your graveyard: Put a 3/1 black and red Graveborn creature token with haste onto the battlefield. Sacrifice it at the beginning of the next end step.

Note:
2008-10-01 - If the ability is activated during a turn's Ending phase (after any "at the beginning of the End step" triggers would have triggered that turn), the Graveborn token will remain on the battlefield until the following turn's End step.

Balduvian Fallen
3B
Creature - Zombie
(3/5)
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Whenever Balduvian Fallen's cumulative upkeep is paid, it gets +1/+0 until end of turn for each {B} or {R} spent this way.

Note:
2008-10-01 - Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if a permanent with "cumulative upkeep {1}" has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent.

Balduvian Frostwaker
2U
Creature - Human Wizard
(1/1)
{U}, {TAP}: Target snow land becomes a 2/2 blue Elemental creature with flying. It's still a land.

Note:
2006-07-15 - Balduvian Frostwaker's effect has no duration. The snow land is a creature as long as it's on the battlefield.
2006-07-15 - If an affected land later loses the supertype snow, Balduvian Frostwaker's effect doesn't end. The land will remain a creature.
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Balduvian Horde
2RR
Creature - Human Barbarian
(5/5)
When Balduvian Horde enters the battlefield, sacrifice it unless you discard a card at random.

Note:
2004-10-04 - You choose whether to discard or not on resolution. If not, then you sacrifice this card. You can choose to not discard even if you no longer control this card on resolution.

Balduvian Hydra
XRR
Creature - Hydra
(0/1)
Balduvian Hydra enters the battlefield with X +1/+0 counters on it.

Remove a +1/+0 counter from Balduvian Hydra: Prevent the next 1 damage that would be dealt to Balduvian Hydra this turn.

{R}{R}{R}: Put a +1/+0 counter on Balduvian Hydra. Activate this ability only during your upkeep.

Balduvian Rage
XR
Instant
Target attacking creature gets +X/+0 until end of turn.

Draw a card at the beginning of the next turn's upkeep.

Balduvian Shaman
U
Creature - Human Cleric Shaman
(1/1)
{TAP}: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. (For example, you may change "black creatures can't attack" to "blue creatures can't attack.") That enchantment gains "Cumulative upkeep {1}." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless he or she pays its upkeep cost for each age counter on it.)

Note:
2004-10-04 - Alters all occurrences of the chosen word in the text box and the type line of the given card.
2004-10-04 - Can target a card with no appropriate words on it, or even one with no words at all.
2004-10-04 - It can't change a word to the same word. It must be a different word.
2004-10-04 - It only changes what is printed on the card (or set on a token when it was created or set by a copy effect). It will not change any effects that are on the permanent.
2004-10-04 - You choose the words to change on resolution.

Balduvian Trading Post

Land
If Balduvian Trading Post would enter the battlefield, sacrifice an untapped Mountain instead. If you do, put Balduvian Trading Post onto the battlefield. If you don't, put it into its owner's graveyard.

{TAP}: Add {1}{R} to your mana pool.

{1}, {TAP}: Balduvian Trading Post deals 1 damage to target attacking creature.

Note:
2004-10-04 - You sacrifice the Mountain before this card is put onto the battlefield, and do so no matter how it is put onto the battlefield.
2004-10-04 - This card produces two different types of mana. If an effect that adds one mana to your mana pool of the same type as the mana produced by this card, you choose which of the two types it produces.

Balduvian War-Makers
4R
Creature - Human Barbarian
(3/3)
Haste

Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)

Balduvian Warlord
3R
Creature - Human Barbarian
(3/2)
{TAP}: Remove target blocking creature from combat. Creatures it was blocking that hadn't become blocked by another creature this combat become unblocked, then it blocks an attacking creature of your choice. Activate this ability only during the declare blockers step.

Note:
2006-07-15 - Balduvian Warlord's ability may be activated during any player's turn.
2006-07-15 - The targeted creature that's removed from combat may then block the attacking creature that it was originally blocking. If so, that creature will no longer be unblocked.
2006-07-15 - If an attacking creature becomes unblocked this way and remains unblocked, it will deal its combat damage to the defending player. Abilities that say "When this creature attacks and isn't blocked" won't trigger.
2006-07-15 - If the targeted creature has a "When this creature blocks" ability, it will trigger when Balduvian Warlord's ability resolves and the creature blocks again.
2006-07-15 - If an attacking creature has an ability that triggers "When this creature becomes blocked," it triggers when a creature blocks it due to the Warlord's ability only if it was unblocked at that point.
2006-07-15 - If an attacking creature has a "When this creature becomes blocked by [a creature]" ability, it triggers when a creature blocks it due to the Warlord's ability.
2006-07-15 - The attacking creature will become unblocked only if the targeted creature was the only one that blocked it this combat, even if all the other creatures that were blocking it are no longer on the battlefield or are no longer blocking it (even those removed with other Balduvian Warlords' abilities).

Balefire Dragon
5RR
Creature - Dragon
(6/6)
Flying

Whenever Balefire Dragon deals combat damage to a player, it deals that much damage to each creature that player controls.

Note:
2011-09-22 - The damage dealt by Balefire Dragon's triggered ability isn't combat damage.

Balefire Liege
2(R|W)(R|W)(R|W)
Creature - Spirit Horror
(2/4)
Other red creatures you control get +1/+1.

Other white creatures you control get +1/+1.

Whenever you cast a red spell, Balefire Liege deals 3 damage to target player.

Whenever you cast a white spell, you gain 3 life.

Note:
2008-08-01 - The abilities are separate and cumulative. If another creature you control is both of the listed colors, it will get a total of +2/+2.

Baleful Eidolon
1B
Enchantment Creature - Spirit
(1/1)
Bestow {4}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Enchanted creature gets +1/+1 and has deathtouch.

Note:
2013-09-15 - You don't choose whether the spell is going to be an Aura spell or not until the spell is already on the stack. Abilities that affect when you can cast a spell, such as flash, will apply to the creature card in whatever zone you're casting it from. For example, an effect that said you can cast creature spells as though they have flash will allow you to cast a creature card with bestow as an Aura spell anytime you could cast an instant.
2013-09-15 - On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
2013-09-15 - Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
2013-09-15 - Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
2013-09-15 - If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
2013-09-15 - Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
2013-09-15 - An Aura that becomes a creature is no longer put into its owner's graveyard as a state-based action. Rather, it becomes unattached and remains on the battlefield as long as it's a creature. While it's a creature, it can't be attached to another permanent or player. An Aura that's not attached to a legal permanent or player as defined by its enchant ability and also isn't a creature will be put into its owner's graveyard as a state-based action.

Baleful Force
5BBB
Creature - Elemental
(7/7)
At the beginning of each upkeep, you draw a card and you lose 1 life.

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

Baleful Strix
UB
Artifact Creature - Bird
(1/1)
Flying, deathtouch

When Baleful Strix enters the battlefield, draw a card.

Ball Lightning
RRR
Creature - Elemental
(6/1)
Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Haste (This creature can attack and {TAP} as soon as it comes under your control.)

At the beginning of the end step, sacrifice Ball Lightning.

Note:
2007-02-01 - The creature is sacrificed at the end of every turn in which it is on the battlefield. There is no choice about what turn to sacrifice it.

Ballista Squad
3W
Creature - Human Rebel
(2/2)
{X}{W}, {TAP}: Ballista Squad deals X damage to target attacking or blocking creature.

Balloon Peddler
2U
Creature - Human Spellshaper
(2/2)
{U}, {TAP}, Discard a card: Target creature gains flying until end of turn.

Ballynock Cohort
2W
Creature - Kithkin Soldier
(2/2)
First strike

Ballynock Cohort gets +1/+1 as long as you control another white creature.

Ballynock Trapper
3W
Creature - Kithkin Soldier
(2/2)
{TAP}: Tap target creature.

Whenever you cast a white spell, you may untap Ballynock Trapper.

Ballyrush Banneret
1W
Creature - Kithkin Soldier
(2/1)
Kithkin spells and Soldier spells you cast cost {1} less to cast.

Note:
2008-04-01 - A spell you cast that's both creature types costs {1} less to cast, not {2} less.
2008-04-01 - The effect reduces the total cost of the spell, regardless of whether you chose to pay additional or alternative costs. For example, if you cast a Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell to cost {1} less.

Balm of Restoration
2
Artifact
{1}, {TAP}, Sacrifice Balm of Restoration: Choose one -

You gain 2 life.

Prevent the next 2 damage that would be dealt to target creature or player this turn.

Baloth Cage Trap
3GG
Instant - Trap
If an opponent had an artifact enter the battlefield under his or her control this turn, you may pay {1}{G} rather than pay Baloth Cage Trap's mana cost.

Put a 4/4 green Beast creature token onto the battlefield.

Note:
2009-10-01 - You may ignore a Trap's alternative cost condition and simply cast it for its normal mana cost. This is true even if its alternative cost condition has been met.
2009-10-01 - Casting a Trap by paying its alternative cost doesn't change its mana cost or converted mana cost. The only difference is the cost you actually pay.
2009-10-01 - Effects that increase or reduce the cost to cast a Trap will apply to whichever cost you chose to pay.

Baloth Woodcrasher
4GG
Creature - Beast
(4/4)
Landfall - Whenever a land enters the battlefield under your control, Baloth Woodcrasher gets +4/+4 and gains trample until end of turn.

Note:
2009-10-01 - The landfall ability triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2009-10-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.

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

Balshan Collaborator
3U
Creature - Bird Soldier
(2/2)
Flying

{B}: Balshan Collaborator gets +1/+1 until end of turn.

Balshan Griffin
3UU
Creature - Griffin
(3/2)
Flying

{1}{U}, Discard a card: Return Balshan Griffin to its owner's hand.

Balthor the Defiled
2BB
Legendary Creature - Zombie Dwarf
(2/2)
Minion creatures get +1/+1.

{B}{B}{B}, Exile Balthor the Defiled: Each player returns all black and all red creature cards from his or her graveyard to the battlefield.

Note:
2004-10-04 - The Legend rule only applies to two legendary permanents with identical names. If the names are different, even if they depict the same character, the rule does not apply.
2013-07-01 - you can only activate this ability if Balthor the Defiled is on the battlefield.

Balthor the Stout
1RR
Legendary Creature - Dwarf Barbarian
(2/2)
Other Barbarian creatures get +1/+1.

{R}: Another target Barbarian creature gets +1/+0 until end of turn.

Note:
2004-10-04 - The Legend rule only applies to two legendary permanents with identical names. If the names are different, even if they depict the same character, the rule does not apply.

Balustrade Spy
3B
Creature - Vampire Rogue
(2/3)
Flying

When Balustrade Spy enters the battlefield, target player reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.

Note:
2013-01-24 - If the target player has no land cards in his or her library, all cards from that library will be revealed and put into his or her graveyard.

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

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

Draw a card.

Note:
2007-07-15 - You draw the card when Bandage resolves, not when the damage is actually prevented.

Bane Alley Blackguard
1B
Creature - Human Rogue
(1/3)


Bane Alley Broker
1UB
Creature - Human Rogue
(0/3)
{TAP}: Draw a card, then exile a card from your hand face down.

You may look at cards exiled with Bane Alley Broker.

{U}{B}, {TAP}: Return a card exiled with Bane Alley Broker to its owner's hand.

Note:
2013-01-24 - If Bane Alley Broker's first ability resolves when you have no cards in your hand, you'll draw a card and then exile it. You won't have the opportunity to cast that card (or do anything else with it) before exiling it.
2013-01-24 - Once you are allowed to look at a face-down card in exile, you are allowed to look at that card as long as it's exiled. If you no longer control Bane Alley Broker when its last ability resolves, you can continue to look at the relevant cards in exile to choose one to return.
2013-01-24 - Bane Alley Broker's second and third abilities apply to cards exiled with that specific Bane Alley Broker, not any other creature named Bane Alley Broker. You should keep cards exiled by different Bane Alley Brokers separate.
2013-01-24 - If Bane Alley Broker leaves the battlefield, the cards exiled with it will be exiled indefinitely. If it later returns to the battlefield, it will be a new object with no connection to the cards exiled with it in its previous existence. You won't be able to use the “new” Bane Alley Broker to return cards exiled with the “old” one.
2013-01-24 - Even if not all players can look at the exiled cards, each card's owner is still known. It is advisable to keep cards owned by different players in distinct piles in case another player gains control of Bane Alley Broker and exiles one or more cards with it.

Bane of Hanweir

Creature - Werewolf
(5/5)
Bane of Hanweir attacks each turn if able.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform Bane of Hanweir.

Bane of Progress
4GG
Creature - Elemental
(2/2)
When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.

Note:
2013-10-17 - Bane of Progress's ability destroys all artifacts and enchantments, including those you control.
2013-10-17 - If an artifact or enchantment isn't destroyed (perhaps because it has indestructible or it regenerated), it won't count toward the number of +1/+1 counters put on Bane of Progress. However, if an artifact or enchantment is destroyed but doesn't go to its owner's graveyard due to a replacement effect (like the one Rest in Peace creates), it will count.

Bane of the Living
2BB
Creature - Insect
(4/3)
Morph {X}{B}{B} (You may cast this card 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.

Note:
2004-10-04 - The trigger occurs when you use the Morph ability to turn the card face up, or when an effect turns it face up. It will not trigger on being revealed or on leaving the battlefield.
2004-10-04 - The X in the ability has the same value as the X paid in the Morph ability. This is pretty easy to derive since there is no other source of X.

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

If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented.

Note:
2009-02-01 - Banefire checks the number you chose for X, not the amount of mana you actually spent.
2009-02-01 - Banefire can be targeted by spells that try to counter it (such as Countersquall) regardless of what the value of X is. If X is 5 or more, those spells will still resolve, but the part of their effect that would counter Banefire won't do anything. Any other effects those spells have will work as normal.
2009-02-01 - Banefire's ability won't prevent it from being countered by the game rules if its target has become an illegal target.

Baneful Omen
4BBB
Enchantment
At the beginning of your end step, you may reveal the top card of your library. If you do, each opponent loses life equal to that card's converted mana cost.

Baneslayer Angel
3WW
Creature - Angel
(5/5)
Flying, first strike, lifelink, protection from Demons and from Dragons

Note:
2009-10-01 - "Protection from Demons and from Dragons" means the following:
2009-10-01 - -- Baneslayer Angel can't be blocked by creatures with the creature type Demon or the creature type Dragon.
2009-10-01 - -- Baneslayer Angel can't be targeted abilities from sources with the creature type Demon or the creature type Dragon, or by spells with either of those types.
2009-10-01 - -- All damage that would be dealt to Baneslayer Angel by sources with the creature type Demon or the creature type Dragon is prevented.
2009-10-01 - -- Baneslayer Angel can't be enchanted by Auras or equipped by artifacts that have somehow gotten the creature type Demon or the creature type Dragon.

Banewasp Affliction
1B
Enchantment - Aura
Enchant creature

When enchanted creature dies, that creature's controller loses life equal to its toughness.

Note:
2008-10-01 - The player who loses life is the player who controlled the creature when it was put into a graveyard. This may not be the player whose graveyard it was put into. That player loses life equal to the creature's toughness as it last existed on the battlefield.

Banisher Priest
1WW
Creature - Human Cleric
(2/2)
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)

Note:
2013-07-01 - Banisher Priest's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Banisher Priest have a single ability that creates two one-shot effects: one that exiles the creature when the ability resolves, and another that returns the exiled card to the battlefield immediately after Banisher Priest leaves the battlefield.
2013-07-01 - If Banisher Priest leaves the battlefield before its enters-the-battlefield ability resolves, the target creature won't be exiled.
2013-07-01 - Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
2013-07-01 - If a creature token is exiled, it ceases to exist. It won't be returned to the battlefield.
2013-07-01 - The exiled card returns to the battlefield immediately after Banisher Priest leaves the battlefield. Nothing happens between the two events, including state-based actions. The two creatures aren't on the battlefield at the same time. For example, if the returning creature is a Clone, it can't enter the battlefield as a copy of Banisher Priest.
2013-07-01 - In a multiplayer game, if Banisher Priest's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.

Banishing Knack
U
Instant
Until end of turn, target creature gains "{TAP}: Return target nonland permanent to its owner's hand."

Note:
2008-08-01 - The targeted creature's controller, not Banishing Knack's controller, is the one who can activate the creature's new ability.
2008-08-01 - "Summoning sickness" applies. The new ability can't be activated unless the targeted creature has been under its controller's control since the beginning of that player's most recent turn or it has haste.

Banishing Light
2W
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield. (That permanent returns under its owner's control.)

Note:
2014-04-26 - Banishing Light's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Banishing Light have a single ability that creates two one-shot effects: one that exiles the permanent when the ability resolves, and another that returns the exiled card to the battlefield immediately after Banishing Light leaves the battlefield.
2014-04-26 - If Banishing Light leaves the battlefield before its enters-the-battlefield ability resolves, the target nonland permanent won't be exiled.
2014-04-26 - Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
2014-04-26 - If a token is exiled, it ceases to exist. It won't be returned to the battlefield.
2014-04-26 - The exiled card returns to the battlefield immediately after Banishing Light leaves the battlefield. Nothing happens between the two events, including state-based actions. Banishing Light and the returned card aren't on the battlefield at the same time.
2014-04-26 - In a multiplayer game, if Banishing Light's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.

Banishing Stroke
5W
Instant
Put target artifact, creature, or enchantment on the bottom of its owner's library.

Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Banishment Decree
3WW
Instant
Put target artifact, creature, or enchantment on top of its owner's library.

Banners Raised
R
Instant
Creatures you control get +1/+0 until end of turn.

Note:
2012-05-01 - Only creatures you control when Banners Raised resolves will get the bonus. Creatures that enter the battlefield or that you gain control of later in the turn will be unaffected.

Banshee
2BB
Creature - Spirit
(0/1)
{X}, {TAP}: Banshee deals half X damage, rounded down, to target creature or player, and half X damage, rounded up, to you.

Note:
2009-10-01 - If the targeted creature or player is an illegal target by the time Banshee's ability resolves, the ability is countered. You won't be dealt damage.

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 enters the battlefield unattached and stays on the battlefield if the creature leaves.)

Note:
2004-12-01 - The counters stay on Banshee's Blade even if it becomes unattached, or moves from one creature to another.

Bant Battlemage
2W
Creature - Human Wizard
(2/2)
{G}, {TAP}: Target creature gains trample until end of turn.

{U}, {TAP}: Target creature gains flying until end of turn.

Bant Charm
GWU
Instant
Choose one -

Destroy target artifact.

Put target creature on the bottom of its owner's library.

Counter target instant spell.

Note:
2008-10-01 - You can choose a mode only if you can choose legal targets for that mode. If you can't choose legal targets for any of the modes, you can't cast the spell.
2008-10-01 - While the spell is on the stack, treat it as though its only text is the chosen mode. The other two modes are treated as though they don't exist. You don't choose targets for those modes.
2008-10-01 - If this spell is copied, the copy will have the same mode as the original.

Bant Panorama

Land
{TAP}: Add {1} to your mana pool.

{1}, {TAP}, Sacrifice Bant Panorama: Search your library for a basic Forest, Plains, or Island card and put it onto the battlefield tapped. Then shuffle your library.

Bant Sojourners
1GWU
Creature - Human Soldier
(2/4)
When you cycle Bant Sojourners or it dies, you may put a 1/1 white Soldier creature token onto the battlefield.

Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
2009-05-01 - The triggered ability acts as a cycle-triggered ability or as a leaves-the-battlefield ability, as appropriate. The player who controls the triggered ability is the player who cycled the Sojourner, or the player who last controlled the Sojourner on the battlefield.
2009-05-01 - If you cycle this card, the cycling ability goes on the stack, then the triggered ability goes on the stack on top of it. The triggered ability will resolve before you draw a card from the cycling ability.
2009-05-01 - The cycling ability and the triggered ability are separate. If the triggered ability is countered (with Stifle, for example, or if all its targets have become illegal), the cycling ability will still resolve and you'll draw a card.

Bant Sureblade
(G|U)W
Creature - Human Soldier
(2/1)
As long as you control another multicolored permanent, Bant Sureblade gets +1/+1 and has first strike.

Bar the Door
2W
Instant
Creatures you control get +0/+4 until end of turn.

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

Barbarian General
4R
Creature - Human Barbarian Soldier
(3/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)

Note:
2009-10-01 - Despite the similarities between horsemanship and flying, horsemanship doesn't interact with flying or reach.

Barbarian Guides
2R
Creature - Human Barbarian
(1/2)
{2}{R}, {TAP}: Choose a land type. Target creature you control gains snow landwalk of the chosen type until end of turn. Return that creature to its owner's hand at the beginning of the next end step.

Note:
2014-02-01 - You choose a land subtype, and if the defending player controls any snow lands with that subtype, the targeted creature can't be blocked.

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


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

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

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

Barbarian Ring

Land
{TAP}: Add {R} to your mana pool. Barbarian Ring deals 1 damage to you.

Threshold - {R}, {TAP}, Sacrifice Barbarian Ring: Barbarian Ring deals 2 damage to target creature or player. Activate this ability only if seven or more cards are in your graveyard.

Barbary Apes
1G
Creature - Ape
(2/2)


Barbed Battlegear
3
Artifact - Equipment
Equipped creature gets +4/-1.

Equip {2}

Barbed Field
2RR
Enchantment - Aura
Enchant land

Enchanted land has "{TAP}: This land deals 1 damage to target creature or player."

Note:
2004-10-04 - Land are normally colorless, so effects that care about the color of the damage's source will not find a color.

Barbed Foliage
2GG
Enchantment
Whenever a creature attacks you, it loses flanking until end of turn.



Whenever a creature without flying attacks you, Barbed Foliage deals 1 damage to it.

Barbed Lightning
2R
Instant
Choose one -

Barbed Lightning deals 3 damage to target creature.

Barbed Lightning deals 3 damage to target player.

Entwine {2} (Choose both if you pay the entwine cost.)

Barbed Sextant
1
Artifact
{1}, {TAP}, Sacrifice Barbed Sextant: Add one mana of any color to your mana pool. Draw a card at the beginning of the next turn's upkeep.

Barbed Shocker
3R
Creature - Insect
(2/2)
Trample, haste

Whenever Barbed Shocker deals damage to a player, that player discards all the cards in his or her hand, then draws that many cards.

Note:
2006-09-25 - The number of cards the player draws is equal to the number of cards he or she discarded, not the amount of damage dealt by Barbed Shocker.

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

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Barbed Wire
3
Artifact
At the beginning of each player's upkeep, Barbed Wire deals 1 damage to that player.



{2}: Prevent the next 1 damage that would be dealt by Barbed Wire this turn.

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

Barbtooth Wurm
5G
Creature - Wurm
(6/4)


Bargain
2W
Sorcery
Target opponent draws a card.

You gain 7 life.

Bargaining Table
5
Artifact
{X}, {TAP}: Draw a card. X is the number of cards in an opponent's hand.

Note:
2004-10-04 - You choose an opponent on announcement. This is not targeted, but a choice is still made. This choice is made before determining the value for X that is used in the cost.

Barishi
2GG
Creature - Elemental
(4/3)
When Barishi dies, exile Barishi, then shuffle all creature cards from your graveyard into your library.

Note:
2008-04-01 - The player who controlled Barishi when it left the battlefield is the player who controls the ability. It doesn't matter whose graveyard Barishi is put into.
2008-04-01 - If Barishi isn't in your graveyard by the time the ability resolves, you still shuffle all creature cards from your graveyard into your library.

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

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Barkshell Blessing
(G|W)
Instant
Target creature gets +2/+2 until end of turn.

Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

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


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

Note:
2004-10-04 - Does not prevent a creature from untapping at other times. It just stops the "normal" untap during the untap step.
2009-10-01 - You may target any creature with this ability. It doesn't have to be tapped.
2009-10-01 - If the targeted creature is untapped at the time its controller's next untap step begins, this ability has no effect. It won't apply at some later time when the targeted creature is tapped.
2009-10-01 - Barl's Cage doesn't track the creature's controller. If the affected creature changes controllers before its old controller's next untap step, this ability will prevent it from being untapped during its new controller's next untap step.

Baron Sengir
5BBB
Legendary Creature - Vampire
(5/5)
Flying

Whenever a creature dealt damage by Baron Sengir this turn dies, put a +2/+2 counter on Baron Sengir.

{TAP}: Regenerate another target Vampire.

Note:
2004-10-04 - The Baron's ability will only regenerate creatures with type "Vampire," regardless of whether the creature has "Vampire" in its name.
2007-09-16 - Although Baron Sengir is now a Vampire, it still can't regenerate itself.

Barony Vampire
2B
Creature - Vampire
(3/2)


Barrage of Boulders
2R
Sorcery
Barrage of Boulders deals 1 damage to each creature you don't control.

Ferocious - If you control a creature with power 4 or greater, creatures can't block this turn.

Note:
2014-09-20 - Barrage of Boulders deals damage only to creatures you don't control as it resolves. However, the ferocious ability affects all creatures, including ones you control and ones that weren't on the battlefield as Barrage of Boulders resolved.
2014-09-20 - Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
2014-09-20 - Ferocious abilities of instants and sorceries that don't use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.

Barrage of Expendables
R
Enchantment
{R}, Sacrifice a creature: Barrage of Expendables deals 1 damage to target creature or player.

Note:
2013-07-01 - Barrage of Expendables deals the damage, not the sacrificed creature. Notably, that creature having deathtouch or lifelink provides no additional benefit.
2013-07-01 - Because targets are chosen before costs are paid, it is possible to choose a creature as the target of the ability and then sacrifice that creature. The ability will be countered when it tries to resolve and no damage will be dealt.

Barrage Ogre
3RR
Creature - Ogre Warrior
(3/3)
{TAP}, Sacrifice an artifact: Barrage Ogre deals 2 damage to target creature or player.

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

Note:
2005-06-01 - The lands are returned on resolution; this is not a cost of activating the ability.

Barreling Attack
2RR
Instant
Target creature gains trample until end of turn. When that creature becomes blocked this turn, it gets +1/+1 until end of turn for each creature blocking it.

Note:
2004-10-04 - Both the +1/+1 and trample last only until end of turn.
2012-05-01 - Upon resolution, this gives the targeted creature trample and creates a delayed-triggered ability that will trigger when the creature becomes blocked. The creature will get +1/+1 for each creature blocking it as that ability resolves. This means that if Barreling Attack is cast after blockers are declared, the targeted creature will gain trample but won't be able to get +1/+1 because it's too late for the ability to trigger (unless there is another combat phase in the turn).

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

Note:
2007-05-01 - Both conditions need to be true for Barren Glory's ability to trigger, and they both need to be true when the ability resolves or it will do nothing. In between, you can control permanents and/or have cards in hand.

Barren Moor

Land
Barren Moor enters the battlefield tapped.

{TAP}: Add {B} to your mana pool.

Cycling {B} ({B}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

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

Barrenton Medic
4W
Creature - Kithkin Cleric
(0/4)
{TAP}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.

Note:
2008-05-01 - You put the -1/-1 counter on Barrenton Medic as a cost. That means it happens when you activate the ability, not when it resolves. If paying the cost causes the creature to have 0 toughness, it's put into the graveyard before you can untap it and before you can even pay the cost again.

Barrin's Codex
4
Artifact
At the beginning of your upkeep, you may put a page counter on Barrin's Codex.

{4}, {TAP}, Sacrifice Barrin's Codex: Draw X cards, where X is the number of page counters on Barrin's Codex.

Note:
2004-10-04 - Adding a counter is optional. If you forget to add one during your upkeep, you cannot back up and add one later.

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

Note:
2008-05-01 - The player chooses which one to sacrifice as the spell resolves. If only one of the targets is still legal at that time, then the player must choose that one to sacrifice.

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

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

Barrow Ghoul
1B
Creature - Zombie
(4/4)
At the beginning of your upkeep, sacrifice Barrow Ghoul unless you exile the top creature card of your graveyard.

Note:
2008-04-01 - The “top” card of your graveyard is the card that was put there most recently.
2008-04-01 - Players may not rearrange the cards in their graveyards. This is a little-known rule because new cards that care about graveyard order haven't been printed in years.
2008-04-01 - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
2008-04-01 - The last thing that happens to a resolving instant or sorcery spell is that it's put into its owner's graveyard. --Example: You cast Wrath of God. All creatures on the battlefield are destroyed. You arrange all the cards put into your graveyard this way in any order you want. The other players in the game do the same to the cards that are put into their graveyards. Then you put Wrath of God into your graveyard, on top of the other cards.
2008-04-01 - Say you're the owner of both a permanent and an Aura that's attached to it. If both the permanent and the Aura are destroyed at the same time (by Akroma's Vengeance, for example), you decide the order they're put into your graveyard. If just the enchanted permanent is destroyed, it's put into your graveyard first. Then, after state-based actions are checked, the Aura (which is no longer attached to anything) is put into your graveyard on top of it.
2008-04-01 - When the ability resolves, you choose whether to sacrifice the creature or perform the other action. If you can't perform the other action, then you must sacrifice the creature.
2008-04-01 - If the creature is no longer on the battlefield when the ability resolves, you may still perform the action if you want.

Bartel Runeaxe
3BRG
Legendary Creature - Giant Warrior
(6/5)
Vigilance

Bartel Runeaxe can't be the target of Aura spells.

Note:
2004-10-04 - Bartel Runeaxe can be targeted by the abilities of enchantments, including Auras.
2004-10-04 - This card can be enchanted by moving Auras onto it. The "can't be the target" text is different from "can't be enchanted" in that it only applies to Aura spells when they are being cast.

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

Note:
2012-05-01 - The active player chooses which creatures will be sacrificed first, then each other player in turn order does the same. Then all creatures are sacrificed simultaneously.
2012-05-01 - If a player controls only one creature, that creature is sacrificed.
2012-05-01 - Barter in Blood doesn't target any creatures and may be cast even if a player controls fewer than two creatures.

Baru, Fist of Krosa
3GG
Legendary Creature - Human Druid
(4/4)
Whenever a Forest enters the battlefield, green creatures you control get +1/+1 and gain trample until end of turn.

Grandeur - Discard another card named Baru, Fist of Krosa: Put an X/X green Wurm creature token onto the battlefield, where X is the number of lands you control.

Note:
2007-05-01 - The first ability triggers when a Forest enters the battlefield under any player's control, but only your creatures get the bonus.
2007-05-01 - The size of the Wurm token is determined when the activated ability resolves. It won't change as the number of lands you control changes.

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

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Basal Thrull
BB
Creature - Thrull
(1/2)
{TAP}, Sacrifice Basal Thrull: Add {B}{B} to your mana pool.

Basalt Gargoyle
2R
Creature - Gargoyle
(3/2)
Flying

Echo {2}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

{R}: Basalt Gargoyle gets +0/+1 until end of turn.

Basalt Golem
5
Artifact Creature - Golem
(2/4)
Basalt Golem can't be blocked by artifact creatures.

Whenever Basalt Golem becomes blocked by a creature, that creature's controller sacrifices it at end of combat. If the player does, he or she puts a 0/2 colorless Wall artifact creature token with defender onto the battlefield.

Note:
2005-11-01 - The token creature is put onto the battlefield at the end of combat only if the blocking creature is sacrificed during the resolution of the triggered ability.

Basalt Monolith
3
Artifact
Basalt Monolith doesn't untap during your untap step.

{TAP}: Add {3} to your mana pool.

{3}: Untap Basalt Monolith.

Note:
2004-10-04 - It can be untapped as often as you can pay for it.

Basandra, Battle Seraph
3RW
Legendary Creature - Angel
(4/4)
Flying

Players can't cast spells during combat.

{R}: Target creature attacks this turn if able.

Note:
2011-09-22 - While Basandra, Battle Seraph is on the battlefield, players can't cast any spells during the combat phase, including permanent spells with flash.
2011-09-22 - Players may still activate abilities during combat.
2011-09-22 - If, during a player's declare attackers step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.

Bash to Bits
3R
Instant
Destroy target artifact.

Flashback {4}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Basilica Guards
2W
Creature - Human Soldier
(1/4)
Defender

Extort (Whenever you cast a spell, you may pay ({W|B}). If you do, each opponent loses 1 life and you gain that much life.)

Note:
2013-04-15 - You may pay {W/B} a maximum of one time for each extort triggered ability. You decide whether to pay when the ability resolves.
2013-04-15 - The amount of life you gain from extort is based on the total amount of life lost, not necessarily the number of opponents you have. For example, if your opponent's life total can't change (perhaps because that player controls Platinum Emperion), you won't gain any life.
2013-04-15 - The extort ability doesn't target any player.

Basilica Screecher
1B
Creature - Bat
(1/2)
Flying

Extort (Whenever you cast a spell, you may pay ({W|B}). If you do, each opponent loses 1 life and you gain that much life.)

Note:
2013-04-15 - You may pay {W/B} a maximum of one time for each extort triggered ability. You decide whether to pay when the ability resolves.
2013-04-15 - The amount of life you gain from extort is based on the total amount of life lost, not necessarily the number of opponents you have. For example, if your opponent's life total can't change (perhaps because that player controls Platinum Emperion), you won't gain any life.
2013-04-15 - The extort ability doesn't target any player.

Basilisk Collar
1
Artifact - Equipment
Equipped creature has deathtouch and lifelink.

Equip {2}

Basking Rootwalla
G
Creature - Lizard
(1/1)
{1}{G}: Basking Rootwalla gets +2/+2 until end of turn. Activate this ability only once each turn.

Madness {0} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

Note:
2006-02-01 - If this card's ability is activated by one player, then another player takes control of it on the same turn, the second player can't activate its ability that turn.

Bassara Tower Archer
GG
Creature - Human Archer
(2/1)
Hexproof, reach

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

Note:
2005-10-01 - The color you choose as the spell resolves has nothing to do with the color or colors shared by the affected creatures.
2005-10-01 - All creatures that share a color are affected, even your own.
2005-10-01 - A creature "shares a color" with any creature that is at least one of its colors. For example, a green-white creature shares a color with creatures that are green, white, green-white, red-white, black-green, and so on.
2005-10-01 - If it targets a colorless creature, it doesn't affect any other creatures. A colorless creature shares a color with nothing, not even other colorless creatures.
2005-10-01 - You check which creatures share a color with the target when the spell resolves.
2005-10-01 - Only one creature is targeted. If that creature leaves the battlefield or otherwise becomes an illegal target, the entire spell is countered. No other creatures are affected.

Baton of Courage
3
Artifact
Flash

Sunburst (This enters the battlefield with a charge counter on it for each color of mana spent to cast it.)

Remove a charge counter from Baton of Courage: Target creature gets +1/+1 until end of turn.

Baton of Morale
2
Artifact
{2}: Target creature gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Note:
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.

Battered Golem
3
Artifact Creature - Golem
(3/2)
Battered Golem doesn't untap during your untap step.

Whenever an artifact enters the battlefield, you may untap Battered Golem.

Batterhorn
4R
Creature - Beast
(4/3)
When Batterhorn enters the battlefield, you may destroy target artifact.

Battering Craghorn
2RR
Creature - Goat Beast
(3/1)
First strike

Morph {1}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Battering Krasis
2G
Creature - Fish Beast
(2/1)
Trample

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Note:
2013-04-15 - When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
2013-04-15 - Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
2013-04-15 - If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
2013-04-15 - If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
2013-04-15 - If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
2013-04-15 - When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.

Battering Ram
2
Artifact Creature - Construct
(1/1)
At the beginning of combat on your turn, Battering Ram gains banding until end of combat. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's blocking.)

Whenever Battering Ram becomes blocked by a Wall, destroy that Wall at end of combat.

Note:
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.

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

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Battering Wurm
6G
Creature - Wurm
(4/3)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)

Creatures with power less than Battering Wurm's power can't block it.

Note:
2006-02-01 - Battering Wurm compares each blocker's power against its own as blockers are being declared.

Batterskull
5
Artifact - Equipment
Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)

Equipped creature gets +4/+4 and has vigilance and lifelink.

{3}: Return Batterskull to its owner's hand.

Equip {5}

Note:
2011-06-01 - The ability to return Batterskull to its owner's hand can only be activated if Batterskull is on the battlefield. If Batterskull is no longer on the battlefield when the ability resolves, it will have no effect.

Battle Cry
2W
Instant
Untap all white creatures you control.



Whenever a creature blocks this turn, it gets +0/+1 until end of turn.

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



Nongreen creatures you control get +1/+0 until end of turn.

Battle Hurda
4W
Creature - Giant
(3/3)
First strike

Battle Hymn
1R
Instant
Add {R} to your mana pool for each creature you control.

Note:
2012-05-01 - Battle Hymn uses the stack and can be responded to. The amount of mana you add to your mana pool is based on the number of creatures you control when Battle Hymn resolves.

Battle Mastery
2W
Enchantment - Aura
Enchant creature

Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)

Note:
2014-07-18 - If a creature loses double strike after dealing combat damage in the first combat damage step, it won't assign combat damage in the second one.

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

Note:
2012-07-01 - Battle of Wits has an "intervening 'if' clause." This means that if you don't have 200 or more cards in your library at the beginning of your upkeep, the ability won't trigger. If the ability does trigger, but you have fewer than 200 cards in your library when the ability resolves, the ability will do nothing.
2012-07-01 - In tournaments, you must be able to shuffle your entire deck within a reasonable amount of time.

Battle Rampart
2R
Creature - Wall
(1/3)
Defender

{TAP}: Target creature gains haste until end of turn.

Battle Screech
2WW
Sorcery
Put two 1/1 white Bird creature tokens with flying onto the battlefield.

Flashback-Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Battle Sliver
4R
Creature - Sliver
(3/3)
Sliver creatures you control get +2/+0.

Note:
2013-07-01 - If you change the creature type of a Sliver you control so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures you control.
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.

Battle Squadron
3RR
Creature - Goblin
(*/*)
Flying

Battle Squadron's power and toughness are each equal to the number of creatures you control.

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

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

Battle-Mad Ronin attacks each turn if able.

Battle-Rattle Shaman
3R
Creature - Goblin Shaman
(2/2)
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.

Note:
2010-06-15 - This ability triggers when the beginning of combat step starts during each of your turns. It resolves before you declare attackers.
2010-06-15 - If a spell or ability (such as World at War) causes your turn to have multiple combat phases, this ability triggers during each of them.

Battlefield Forge

Land
{TAP}: Add {1} to your mana pool.

{TAP}: Add {R} or {W} to your mana pool. Battlefield Forge deals 1 damage to you.

Battlefield Medic
1W
Creature - Human Cleric
(1/1)
{TAP}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.

Note:
2004-10-04 - The value of X is determined when this resolves, not later when damage would be dealt.

Battlefield Percher
3BB
Creature - Bird
(2/2)
Flying

Battlefield Percher can block only creatures with flying.

{1}{B}: Battlefield Percher gets +1/+1 until end of turn.

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

Note:
2004-10-04 - Check the number of cards in your graveyard before activating the ability. If activating the ability causes that number to fall below seven, the ability still resolves as normal.

Battlefield Thaumaturge
1U
Creature - Human Wizard
(2/1)
Each instant and sorcery spell you cast costs {1} less to cast for each creature it targets.

Heroic - Whenever you cast a spell that targets Battlefield Thaumaturge, Battlefield Thaumaturge gains hexproof until end of turn.

Note:
2014-04-26 - Battlefield Thaumaturge's first ability doesn't change that spell's mana cost or converted mana cost. It changes only the amount you actually pay (the “total cost” of the spell).
2014-04-26 - To calculate the total cost of an instant or sorcery spell you're casting, start with the mana cost (or alternative cost, if applicable), add all cost increases (including additional costs such as those imposed by strive abilities), then subtract all cost reductions (such as the one created by Battlefield Thaumaturge's first ability).
2014-04-26 - The cost reduction created by Battlefield Thaumaturge's first ability can reduce only the generic portion of the spell's total cost. Colored mana requirements aren't affected.
2014-04-26 - The cost reduction is {1} per target creature, even if the spell targets a creature more than once.
2014-04-26 - Heroic abilities will resolve before the spell that caused them to trigger.
2014-04-26 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2014-04-26 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Battleflight Eagle
4W
Creature - Bird
(2/2)
Flying

When Battleflight Eagle enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.

Note:
2012-07-01 - Battleflight Eagle's ability is mandatory, although you can choose Battleflight Eagle as the target.

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

Note:
2008-08-01 - The ability triggers whenever you cast a spell that's both of its listed colors. It doesn't matter whether that spell also happens to be any other colors.
2008-08-01 - If you cast a spell that's the two appropriate colors for the second time in a turn, the ability triggers again. The Mimic will once again become the power and toughness stated in its ability, which could overwrite power- and toughness-setting effects that have been applied to it in the meantime.
2008-08-01 - Any other abilities the Mimic may have gained are not affected.
2009-10-01 - The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.

Battlegrace Angel
3WW
Creature - Angel
(4/4)
Flying

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Whenever a creature you control attacks alone, it gains lifelink until end of turn.

Note:
2008-10-01 - If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
2008-10-01 - If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won't trigger.
2008-10-01 - Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they're ignored by exalted abilities. They won't cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
2008-10-01 - Exalted abilities will resolve before blockers are declared.
2008-10-01 - Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
2008-10-01 - In a Two-Headed Giant game, a creature "attacks alone" if it's the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate's exalted abilities won't.
2009-10-01 - Battlegrace Angel could cause a creature to have multiple instances of lifelink. For example, a creature you control that already has lifelink could attack alone while you control Battlegrace Angel, or a creature you control could attack alone while you control more than one Battlegrace Angel. If a creature has multiple instances of lifelink, they are redundant. You'll still only gain life equal to the damage dealt.

Battleground Geist
4U
Creature - Spirit
(3/3)
Flying

Other Spirit creatures you control get +1/+0.

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

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

Note:
2008-04-01 - You count the number of Clerics you control at the time the damage would be dealt.
2008-04-01 - If the same source would deal damage to a player at different times, you may prevent X of that damage each time.
2008-04-01 - If a source would deal damage to multiple players at the same time, you may prevent X damage that source would deal to each of those players. The choice for each player is made separately.
2008-04-01 - The player who would be dealt damage chooses the order in which to apply prevention and replacement effects that would affect that damage. This includes effects that involve choices, like the prevention effect from Battletide Alchemist's ability and the redirection effect that's part of the planeswalker rules. Those choices (such as whether you'll actually use Battletide Alchemist's ability to prevent that damage) are made as the relevant effects are applied.

Battlewand Oak
2G
Creature - Treefolk Warrior
(1/3)
Whenever a Forest enters the battlefield under your control, Battlewand Oak gets +2/+2 until end of turn.

Whenever you cast a Treefolk spell, Battlewand Oak gets +2/+2 until end of turn.

Battlewise Aven
3W
Creature - Bird Soldier
(2/2)
Flying

Threshold - As long as seven or more cards are in your graveyard, Battlewise Aven gets +1/+1 and has first strike.

Battlewise Hoplite
WU
Creature - Human Soldier
(2/2)
Heroic - Whenever you cast a spell that targets Battlewise Hoplite, put a +1/+1 counter on Battlewise Hoplite, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.
2013-09-15 - When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
2013-09-15 - You choose how to order cards returned to your library after scrying no matter where you put them.
2013-09-15 - You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
2013-09-15 - Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

Battlewise Valor
1W
Instant
Target creature gets +2/+2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Note:
2013-09-15 - When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
2013-09-15 - You choose how to order cards returned to your library after scrying no matter where you put them.
2013-09-15 - You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
2013-09-15 - Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

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

Note:
2008-08-01 - The spell cares about what mana was spent to pay its total cost, not just what mana was spent to pay the hybrid part of its cost.
2008-08-01 - The spell checks on resolution to see if any mana of the stated colors was spent to pay its cost. If so, it doesn't matter how much mana of that color was spent.
2008-08-01 - If the spell is copied, the copy will never have had mana of the stated color paid for it, no matter what colors were spent on the original spell.

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

Bayou

Land - Swamp Forest
({TAP}: Add {B} or {G} to your mana pool.)

Note:
2008-10-01 - This has the mana abilities associated with both of its basic land types.
2008-10-01 - This has basic land types, but it isn't a basic land. Things that affect basic lands don't affect it. Things that affect basic land types do.

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

Bazaar Krovod
4W
Creature - Beast
(2/5)
Whenever Bazaar Krovod attacks, another target attacking creature gets +0/+2 until end of turn. Untap that creature.

Note:
2012-10-01 - Bazaar Krovod's ability can target an attacking creature that's untapped (such as one with vigilance).
2012-10-01 - Untapping an attacking creature doesn't cause it to stop attacking or remove it from combat.

Bazaar of Baghdad

Land
{TAP}: Draw two cards, then discard three cards.

Note:
2004-10-04 - You can't cast spells or activate mana abilities before discarding the extra cards.

Bazaar of Wonders
3UU
World Enchantment
When Bazaar of Wonders enters the battlefield, exile all cards from all graveyards.

Whenever a player casts a spell, counter it if a card with the same name is in a graveyard or a nontoken permanent with the same name is on the battlefield.

Note:
2008-10-01 - This has the supertype world. When a world permanent enters the battlefield, any world permanents that were already on the battlefield are put into their owners' graveyards. This is a state-based action called the "world rule." The new world permanent stays on the battlefield. If two world permanents enter the battlefield at the same time, they're both put into their owners' graveyards.

Bazaar Trader
1R
Creature - Goblin
(1/1)
{TAP}: Target player gains control of target artifact, creature, or land you control.

Note:
2010-03-01 - This effect has no duration. The targeted player retains control of the targeted permanent until the game ends, the permanent leaves the battlefield, or an effect causes someone else to gain control of it.
2010-03-01 - If either the targeted player or the targeted permanent is an illegal target by the time the ability resolves, the ability does nothing. The player won't gain control of the permanent.
2010-03-01 - You may target yourself with Bazaar Trader's ability. Normally, this won't have any visible effect. However, the ability would override an effect with a limited duration that gave you control of a permanent. For example, if you temporarily gained control of a creature with Act of Treason, targeting yourself and that creature with Bazaar Trader's ability would then cause you to gain control of the creature indefinitely.

Beacon Behemoth
3GG
Creature - Beast
(5/3)
{1}: Target creature with power 5 or greater gains vigilance until end of turn.

Beacon Hawk
1W
Creature - Bird
(1/1)
Flying

Whenever Beacon Hawk deals combat damage to a player, you may untap target creature.

{W}: Beacon Hawk gets +0/+1 until end of turn.

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

Note:
2007-07-15 - If a Beacon is countered, it's put into its owner's graveyard, not shuffled into the library.

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

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

Note:
2007-07-15 - If a Beacon is countered, it's put into its owner's graveyard, not shuffled into the library.

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

Note:
2007-02-01 - If you double a negative life total, you do the real math.  A life total of -10 becomes -20.  
2007-07-15 - Beacon of Immortality's effect counts as life gain (or life loss, if the life total was negative) for effects that trigger on or replace life gain (or life loss).
2007-07-15 - If a Beacon is countered, it's put into its owner's graveyard, not shuffled into the library.

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

Note:
2007-07-15 - If a Beacon is countered, it's put into its owner's graveyard, not shuffled into the library.

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

Note:
2007-07-15 - If a Beacon is countered, it's put into its owner's graveyard, not shuffled into the library.

Bear Cub
1G
Creature - Bear
(2/2)


Bear Umbra
2GG
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Note:
2010-06-15 - Totem armor's effect is mandatory. If the enchanted permanent would be destroyed, you must remove all damage from it and destroy the Aura that has totem armor instead.
2010-06-15 - Totem armor's effect is applied no matter why the enchanted permanent would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Doom Blade). In either case, all damage is removed from the permanent and the Aura is destroyed instead.
2010-06-15 - If a permanent you control is enchanted with multiple Auras that have totem armor, and the enchanted permanent would be destroyed, one of those Auras is destroyed instead -- but only one of them. You choose which one because you control the enchanted permanent.
2010-06-15 - If a creature enchanted with an Aura that has totem armor would be destroyed by multiple state-based actions at the same time the totem armor's effect will replace all of them and save the creature.
2010-06-15 - If a spell or ability (such as Planar Cleansing) would destroy both an Aura with totem armor and the permanent it's enchanting at the same time, totem armor's effect will save the enchanted permanent from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
2010-06-15 - Totem armor's effect is not regeneration. Specifically, if totem armor's effect is applied, the enchanted permanent does not become tapped and is not removed from combat as a result. Effects that say the enchanted permanent can't be regenerated (as Vendetta does) won't prevent totem armor's effect from being applied.
2010-06-15 - Say you control a permanent enchanted with an Aura that has totem armor, and the enchanted permanent has gained a regeneration shield. The next time it would be destroyed, you choose whether to apply the regeneration effect or the totem armor effect. The other effect is unused and remains, in case the permanent would be destroyed again.
2010-06-15 - If a spell or ability says that it would "destroy" a permanent enchanted with an Aura that has totem armor, that spell or ability causes the Aura to be destroyed instead. (This matters for cards such as Karmic Justice.) Totem armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has totem armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
2010-06-15 - When the enchanted creature attacks, all lands controlled by that creature's controller (who is not necessarily the Aura's controller) untap.
2013-07-01 - Totem armor has no effect if the enchanted permanent is put into a graveyard for any other reason, such as if it's sacrificed, if it's legendary and another legendary permanent with the same name is controlled by the same player, or if its toughness is 0 or less.
2013-07-01 - If a creature enchanted with an Aura that has totem armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Totem armor won't do anything because it won't have to.
2013-07-01 - Say you control a permanent enchanted with an Aura that has totem armor, and that Aura has gained a regeneration shield. The next time the enchanted permanent would be destroyed, the Aura would be destroyed instead -- but it regenerates, so nothing is destroyed at all. Alternately, if that Aura somehow gains indestructible, the enchanted permanent is effectively indestructible as well.

Bear's Companion
2GUR
Creature - Human Warrior
(2/2)
When Bear's Companion enters the battlefield, put a 4/4 green Bear creature token onto the battlefield.

Bearer of the Heavens
7R
Creature - Giant
(10/10)
When Bearer of the Heavens dies, destroy all permanents at the beginning of the next end step.

Note:
2014-04-26 - The effect of the ability will destroy all permanents on the battlefield as it resolves. It doesn't matter if those permanents were on the battlefield when Bearer of the Heavens died.
2014-04-26 - If Bearer of the Heavens dies during an end step, the delayed triggered ability will trigger at the beginning of the next turn's end step.

Bearscape
1GG
Enchantment
{1}{G}, Exile two cards from your graveyard: Put a 2/2 green Bear creature token onto the battlefield.

Beast

Creature - Beast
(4/4)


Beast Attack
2GGG
Instant
Put a 4/4 green Beast creature token onto the battlefield.

Flashback {2}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Beast Hunt
3G
Sorcery
Reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.

Note:
2009-10-01 - If there are three or fewer cards in your library, you'll reveal all of them.

Beast of Burden
6
Artifact Creature - Golem
(*/*)
Beast of Burden's power and toughness are each equal to the number of creatures on the battlefield.

Beast Walkers
1WW
Creature - Human Beast Soldier
(2/2)
{G}: Beast Walkers gains banding until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Note:
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.

Beast Within
2G
Instant
Destroy target permanent. Its controller puts a 3/3 green Beast creature token onto the battlefield.

Note:
2011-06-01 - If the permanent is an illegal target when Beast Within tries to resolve, the spell will be countered and none of its effects will happen. The permanent's controller won't get a Beast token.
2013-07-01 - If the permanent is still a legal target but is not destroyed (perhaps because it regenerated or has indestructible), its controller still gets the Beast token.

Beastbreaker of Bala Ged
1G
Creature - Human Warrior
(2/2)
Level up {2}{G} ({2}{G}: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-3

4/4



LEVEL 4+

6/6

Trample

Note:
2010-06-15 - The abilities a leveler grants to itself don't overwrite any other abilities it may have. In particular, they don't overwrite the creature's level up ability; it always has that.
2010-06-15 - Effects that set a leveler's power or toughness to a specific value, including the effects from a level symbol's ability, apply in timestamp order. The timestamp of each level symbol's ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
2010-06-15 - Effects that modify a leveler's power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
2010-06-15 - If another creature becomes a copy of a leveler, all of the leveler's printed abilities -- including those represented by level symbols -- are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
2010-06-15 - A creature's level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.

Beastmaster Ascension
2G
Enchantment
Whenever a creature you control attacks, you may put a quest counter on Beastmaster Ascension.

As long as Beastmaster Ascension has seven or more quest counters on it, creatures you control get +5/+5.

Note:
2009-10-01 - If you attack with multiple creatures, Beastmaster Ascension's first ability triggers multiple times.

Beastmaster's Magemark
2G
Enchantment - Aura
Enchant creature

Creatures you control that are enchanted get +1/+1.

Whenever a creature you control that's enchanted becomes blocked, it gets +1/+1 until end of turn for each creature blocking it.

Beasts of Bogardan
4R
Creature - Beast
(3/3)
Protection from red

Beasts of Bogardan gets +1/+1 as long as an opponent controls a white permanent.

Beckon Apparition
(W|B)
Instant
Exile target card from a graveyard. Put a 1/1 white and black Spirit creature token with flying onto the battlefield.

Note:
2008-08-01 - The controller of Beckon Apparition gets the token.
2013-01-24 - Beckon Apparition will be on the stack when you choose its target. It can't target itself.
2013-01-24 - If the target card is an illegal target when Beckon Apparition tries to resolve (if it's no longer in the graveyard, for instance), the spell will be countered and none of its effects will happen. You won't get a Spirit token.

Become Immense
5G
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)

Target creature gets +6/+6 until end of turn.

Bedlam
2RR
Enchantment
Creatures can't block.

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

Beetleback Chief
2RR
Creature - Goblin Warrior
(2/2)
When Beetleback Chief enters the battlefield, put two 1/1 red Goblin creature tokens onto the battlefield.

Beetleform Mage
1GU
Creature - Human Insect Wizard
(2/2)
{G}{U}: Beetleform Mage gets +2/+2 and gains flying until end of turn. Activate this ability only once each turn.

Note:
2013-04-15 - If Beetleform Mage's ability is activated by one player, then another player gains control of it during the same turn, the second player can't activate its ability that turn.
2013-04-15 - Activating Beetleform Mage's ability after it's been blocked by a creature without flying or reach won't cause it to become unblocked.

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

Note:
2004-10-04 - This is not modal. You do not have to choose the target type. The target has to either be a land or non-black creature when announced and on resolution.

Beguiler of Wills
3UU
Creature - Human Wizard
(1/1)
{TAP}: Gain control of target creature with power less than or equal to the number of creatures you control.

Note:
2011-01-22 - In order to activate the ability, you must be able to target a creature with power less than or equal to the number of creatures you control. The comparison is made again when the ability resolves. If the power is greater than the number of creatures you control at that time, the target is illegal and the ability is countered.
2011-01-22 - The control-changing effect lasts indefinitely, even if the power of the creature becomes greater than the number of creatures you control after the ability resolves.

Behemoth Sledge
1GW
Artifact - Equipment
Equipped creature gets +2/+2 and has lifelink and trample.

Equip {3}

Note:
2009-10-01 - Multiple instances of lifelink are redundant. If a creature with multiple instances of lifelink deals damage, its controller still only gains life equal to the damage dealt.

Behemoth's Herald
G
Creature - Elf Shaman
(1/1)
{2}{G}, {TAP}, Sacrifice a red creature, a green creature, and a white creature: Search your library for a card named Godsire and put it onto the battlefield. Then shuffle your library.

Note:
2008-10-01 - To activate the ability, you must sacrifice three different creatures. You can't sacrifice just one three-colored creature, for example.
2008-10-01 - You may sacrifice multicolored creatures as part of the cost of the search ability. If you sacrifice a multicolored creature this way, specify which part of the cost that creature is satisfying.
2008-10-01 - You may sacrifice the Herald itself to help pay for the cost of its ability.

Belbe's Armor
3
Artifact
{X}, {TAP}: Target creature gets -X/+X until end of turn.

Belbe's Percher
2B
Creature - Bird
(2/2)
Flying

Belbe's Percher can block only creatures with flying.

Belbe's Portal
5
Artifact
As Belbe's Portal enters the battlefield, choose a creature type.

{3}, {TAP}: You may put a creature card of the chosen type from your hand onto the battlefield.

Note:
2007-05-01 - Putting the card onto the battlefield is optional.  When the ability resolves, you can choose not to.

Belfry Spirit
3WW
Creature - Spirit
(1/1)
Flying

Haunt (When this creature dies, exile it haunting target creature.)

When Belfry Spirit enters the battlefield or the creature it haunts dies, put two 1/1 black Bat creature tokens with flying onto the battlefield.

Belligerent Hatchling
3(R|W)
Creature - Elemental
(6/6)
First strike

Belligerent Hatchling enters the battlefield with four -1/-1 counters on it.

Whenever you cast a red spell, remove a -1/-1 counter from Belligerent Hatchling.

Whenever you cast a white spell, remove a -1/-1 counter from Belligerent Hatchling.

Note:
2008-08-01 - If you cast a spell that's both of the listed colors, both abilities will trigger. You'll remove a total of two -1/-1 counters from the Hatchling.
2008-08-01 - If there are no -1/-1 counters on it when the triggered ability resolves, the ability does nothing. There is no penalty for not being able to remove a counter.

Belligerent Sliver
2R
Creature - Sliver
(2/2)
Sliver creatures you control have "This creature can't be blocked except by two or more creatures."

Note:
2014-07-18 - Slivers in this set affect only Sliver creatures you control. They don't grant bonuses to your opponents' Slivers. This is the same way Slivers from the Magic 2014 core set worked, while Slivers in earlier sets granted bonuses to all Slivers.
2014-07-18 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like indestructible and the ability granted by Belligerent Sliver, having more than one instance of the ability doesn't provide any additional benefit.
2014-07-18 - If you change the creature type of a Sliver you control so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures you control.

Bellowing Fiend
4B
Creature - Spirit
(3/3)
Flying

Whenever Bellowing Fiend deals damage to a creature, Bellowing Fiend deals 3 damage to that creature's controller and 3 damage to you.

Bellowing Saddlebrute
3B
Creature - Orc Warrior
(4/5)
Raid - When Bellowing Saddlebrute enters the battlefield, you lose 4 life unless you attacked with a creature this turn.

Note:
2014-09-20 - Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with, or which opponent or planeswalker controlled by an opponent those creatures attacked.
2014-09-20 - Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player or planeswalker it attacked doesn't have to still be in the game or on the battlefield, respectively.

Bellowing Tanglewurm
3GG
Creature - Wurm
(4/4)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Other green creatures you control have intimidate.

Bellows Lizard
R
Creature - Lizard
(1/1)
{1}{R}: Bellows Lizard gets +1/+0 until end of turn.

Belltower Sphinx
4U
Creature - Sphinx
(2/5)
Flying

Whenever a source deals damage to Belltower Sphinx, that source's controller puts that many cards from the top of his or her library into his or her graveyard.

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

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

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

Benalish Commander
3W
Creature - Human Soldier
(*/*)
Benalish Commander's power and toughness are each equal to the number of Soldiers you control.

Suspend X-{X}{W}{W}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{W}{W} and exile it with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)

Whenever a time counter is removed from Benalish Commander while it's exiled, put a 1/1 white Soldier creature token onto the battlefield.

Note:
2007-02-01 - Both instances of X in the suspend ability are the same. You determine the value of X as you suspend the card from your hand. The value you choose must be at least 1.
2007-02-01 - If this is suspended, then when the last time counter is removed from it, both its triggered ability and the "play this card" part of the suspend ability will trigger. They can be put on the stack in either order.
2013-06-07 - You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effect that affects when you could cast it (such as flash) and any other effects that could stop you from casting it (such as Meddling Mage's effect) to determine if and when you can do this. Whether or not you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or requires a target even if no legal targets are available at that time.
2013-06-07 - Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
2013-06-07 - If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
2013-06-07 - If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again during the card's owner's next upkeep.
2013-06-07 - When the last time counter is removed, the second triggered ability of suspend will trigger. It doesn't matter why the last time counter was removed or what effect removed it.
2013-06-07 - If the second triggered ability of suspend (the one that lets you cast the card) is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
2013-06-07 - If you can't cast the card, perhaps because there are no legal targets available, it remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - If the spell has any mandatory additional costs, you must pay those if able. However, if an additional cost includes a mana payment, you are forced to pay that cost only if there's enough mana in your mana pool at the time you cast the spell. You aren't forced to activate any mana abilities, although you may do so if you wish.
2013-06-07 - A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it (or, in some rare cases, gains control of the creature spell itself).

Benalish Emissary
2W
Creature - Human Wizard
(1/4)
Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.)

When Benalish Emissary enters the battlefield, if it was kicked, destroy target land.

Benalish Heralds
3W
Creature - Human Soldier
(2/4)
{3}{U}, {TAP}: Draw a card.

Benalish Hero
W
Creature - Human Soldier
(1/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Note:
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.

Benalish Infantry
2W
Creature - Human Soldier
(1/3)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Note:
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.

Benalish Knight
2W
Creature - Human Knight
(2/2)
Flash (You may cast this spell any time you could cast an instant.)

First strike (This creature deals combat damage before creatures without first strike.)

Benalish Lancer
2W
Creature - Human Knight
(2/2)
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.)

If Benalish Lancer was kicked, it enters the battlefield with two +1/+1 counters on it and with first strike.

Benalish Missionary
W
Creature - Human Cleric
(1/1)
{1}{W}, {TAP}: Prevent all combat damage that would be dealt by target blocked creature this turn.

Note:
2004-10-04 - Works even if the creature is "blocked" by an effect rather than actual creatures.

Benalish Trapper
1W
Creature - Human Soldier
(1/2)
{W}, {TAP}: Tap target creature.

Benalish Veteran
2W
Creature - Human Soldier
(2/2)
Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn.

Bend or Break
3R
Sorcery
Each player separates all nontoken lands he or she controls into two piles. For each player, one of his or her piles is chosen by one of his or her opponents of his or her choice. Destroy all lands in the chosen piles. Tap all lands in the other piles.

Benediction of Moons
W
Sorcery
You gain 1 life for each player.

Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.)

When the creature Benediction of Moons haunts dies, you gain 1 life for each player.

Note:
2006-02-01 - "For each player" means for each player currently in the game, which is normally two. A Two-Headed Giant game has four players. In a Free-for-All multiplayer game, players who have been eliminated or who are outside your range of influence don't count toward the total.

Benevolent Ancestor
2W
Creature - Spirit
(0/4)
Defender (This creature can't attack.)

{TAP}: Prevent the next 1 damage that would be dealt to target creature or player this turn.

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

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

Benthic Behemoth
5UUU
Creature - Serpent
(7/6)
Islandwalk

Benthic Djinn
2UB
Creature - Djinn
(5/3)
Islandwalk



At the beginning of your upkeep, you lose 2 life.

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

Note:
2004-10-04 - This ability is not targeted any more.
2009-10-01 - Untapping a tapped land an opponent controls is part of the cost of Benthic Explorers's ability. If no opponent controls a tapped land, the ability can't be activated.
2009-10-01 - The types of mana are white, blue, black, red, green, and colorless.
2009-10-01 - Benthic Explorers checks the effects of all mana-producing abilities of the land untapped to pay its cost, but it doesn't check the costs of those abilities. For example, Vivid Crag has the ability "{T}, Remove a charge counter from Vivid Crag: Add one mana of any color to your mana pool." If you untap a tapped Vivid Crag an opponent controls while paying for Benthic Explorers's ability, you can add one mana of any color to your mana pool. It doesn't matter whether that Vivid Crag has a charge counter on it.
2009-10-01 - When determining what types of mana an opponent's land could produce, take into account any applicable replacement effects that would apply to that land's mana abilities (such as Contamination's effect, for example). If there is more than one, consider them in any possible order.
2009-10-01 - Benthic Explorers doesn't care about any restrictions or riders an opponent's land (such as Ancient Ziggurat or Hall of the Bandit Lord) puts on the mana it produces. It just cares about types of mana.

Benthic Giant
5U
Creature - Giant
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Benthicore
6U
Creature - Elemental
(5/5)
When Benthicore enters the battlefield, put two 1/1 blue Merfolk Wizard creature tokens onto the battlefield.

Tap two untapped Merfolk you control: Untap Benthicore. It gains shroud until end of turn. (It can't be the target of spells or abilities.)

Bequeathal
G
Enchantment - Aura
Enchant creature

When enchanted creature dies, you draw two cards.

Bereavement
1B
Enchantment
Whenever a green creature dies, its controller discards a card.

Note:
2004-10-04 - If the player has no cards in hand, this has no effect.

Berserk
G
Instant
Cast Berserk only before the combat damage step.

Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.

Note:
2004-10-04 - If the permanent stops being a creature before the end of the turn, it is still destroyed.

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

Berserkers of Blood Ridge
4R
Creature - Human Berserker
(4/4)
Berserkers of Blood Ridge attacks each turn if able.

Note:
2010-08-15 - If, during your declare attackers step, Berserkers of Blood Ridge is tapped, is affected by a spell or ability that says it can't attack, or is affected by "summoning sickness," then it doesn't attack. If there's a cost associated with having Berserkers of Blood Ridge attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
2010-08-15 - If there are multiple combat phases in a turn, Berserkers of Blood Ridge must attack only in the first one in which it's able to.

Beseech the Queen
(2|B)(2|B)(2|B)
Sorcery
(({2|B}) can be paid with any two mana or with {B}. This card's converted mana cost is 6.)

Search your library for a card with converted mana cost less than or equal to the number of lands you control, reveal it, and put it into your hand. Then shuffle your library.

Note:
2008-05-01 - If an effect reduces the cost to cast a spell by an amount of generic mana, it applies to a monocolored hybrid spell only if you've chosen a method of paying for it that includes generic mana.
2008-05-01 - A card with a monocolored hybrid mana symbol in its mana cost is each of the colors that appears in its mana cost, regardless of what mana was spent to cast it. Thus, Beseech the Queen is black even if you spend six red mana to cast it.
2008-05-01 - A card with monocolored hybrid mana symbols in its mana cost has a converted mana cost equal to the highest possible cost it could be cast for. Its converted mana cost never changes. Thus, Beseech the Queen has a converted mana cost of 6, even if you spend {B}{B}{B} to cast it.
2008-05-01 - If a cost includes more than one monocolored hybrid mana symbol, you can choose a different way to pay for each symbol. For example, you can pay for Beseech the Queen by spending {B}{B}{B}, {2}{B}{B}, {4}{B}, or {6}.

Bestial Fury
2R
Enchantment - Aura
Enchant creature

When Bestial Fury enters the battlefield, draw a card at the beginning of the next turn's upkeep.

Whenever enchanted creature becomes blocked, it gets +4/+0 and gains trample until end of turn.

Bestial Menace
3GG
Sorcery
Put a 1/1 green Snake creature token, a 2/2 green Wolf creature token, and a 3/3 green Elephant creature token onto the battlefield.

Betrayal
U
Enchantment - Aura
Enchant creature an opponent controls

Whenever enchanted creature becomes tapped, you draw a card.

Note:
2004-10-04 - If it ever enchants a creature that isn't controlled by an opponent of Betrayal's controller, then it's put into the graveyard as a State-Based Action.

Betrayal of Flesh
5B
Instant
Choose one -

Destroy target creature.

Return target creature card from your graveyard to the battlefield.

Entwine-Sacrifice three lands. (Choose both if you pay the entwine cost.)

Betrothed of Fire
1R
Enchantment - Aura
Enchant creature

Sacrifice an untapped creature: Enchanted creature gets +2/+0 until end of turn.

Sacrifice enchanted creature: Creatures you control get +2/+0 until end of turn.

Note:
2008-04-01 - If you control Betrothed of Fire, but it's attached to a creature you don't control, no one can activate the last ability. The creature's controller can't activate it because that player doesn't control the Aura. You can't activate it because you can't pay the cost -- you can't sacrifice a creature you don't control.

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

Draw a card.

Bident of Thassa
2UU
Legendary Enchantment Artifact
Whenever a creature you control deals combat damage to a player, you may draw a card.

{1}{U}, {TAP}: Creatures your opponents control attack this turn if able.

Note:
2013-09-15 - The controller of each attacking creature still chooses which player or planeswalker that creature attacks.
2013-09-15 - If, during a player's declare attackers step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.

Bifurcate
3G
Sorcery
Search your library for a permanent card with the same name as target nontoken creature and put that card onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Big Game Hunter
1BB
Creature - Human Rebel Assassin
(1/1)
When Big Game Hunter enters the battlefield, destroy target creature with power 4 or greater. It can't be regenerated.

Madness {B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

Bile Blight
BB
Instant
Target creature and all other creatures with the same name as that creature get -3/-3 until end of turn.

Note:
2014-02-01 - Bile Blight has only one target. Other creatures with that name are not targeted. For example, a creature with hexproof will still get -3/-3 if it has the same name as the target creature.
2014-02-01 - If the target creature is an illegal target as Bile Blight tries to resolve, it will be countered and none of its effects will happen. No creature will get -3/-3.
2014-02-01 - The name of a creature token is the same as its creature types, unless the token is a copy of another creature or the effect that created the token specifically gives it a different name. For example, a 1/1 Cat Soldier creature token is named “Cat Soldier.”

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

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

Draw a card.

Note:
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Binding Agony
1B
Enchantment - Aura
Enchant creature

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

Binding Grasp
3U
Enchantment - Aura
Enchant creature

At the beginning of your upkeep, sacrifice Binding Grasp unless you pay {1}{U}.

You control enchanted creature.

Enchanted creature gets +0/+1.

Biomantic Mastery
4(G|U)(G|U)(G|U)
Sorcery
(({G|U}) can be paid with either {G} or {U}.)

Draw a card for each creature target player controls, then draw a card for each creature another target player controls.

Note:
2006-05-01 - You choose both targets before you draw any cards. The targets must be different. One of them may be you.

Biomass Mutation
X(G|U)(G|U)
Instant
Creatures you control become X/X until end of turn.

Note:
2013-01-24 - Choosing 0 as the value for X will likely cause creatures you control to become 0/0 and be put into the graveyard.
2013-01-24 - Biomass Mutation overwrites any effects that set the power and/or toughness of a creature you control to a specific value. Effects that modify power and/or toughness but don't set them to a specific value (like the one created by Giant Growth), power/toughness changes from counters, and effects that switch a creature's power and toughness will continue to apply. For example, say you control a 1/1 creature that's getting +4/+2 from an Aura, has a +1/+1 counter on it, and is affected by an effect that switches its power and toughness. This creature is 4/6. If you cast Biomass Mutation with X equal to 4, the creature would become 7/9 (4/4, +4/+2 from the Aura, +1/+1 from the counter, then switch power and toughness).

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

Note:
2014-02-01 - The reminder text printed on Bioplasm is no longer correct. Abilities that define a creature's power (and toughness) apply in every zone. The value of * is defined by such an ability.

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

Note:
2004-10-04 - If a player controls no creatures when this resolves, their life total will become zero and he or she will lose the game.
2004-10-04 - This spell causes the player to lose or gain enough life to change to the new life total.

Bioshift
(G|U)
Instant
Move any number of +1/+1 counters from target creature onto another target creature with the same controller.

Note:
2013-01-24 - To move a counter from one creature to another, the counter is removed from the first creature and placed on the second. Any abilities that care about a counter being removed or placed on a creature will apply.
2013-01-24 - You decide how many counters to move when Bioshift resolves.
2013-01-24 - If one of the two creatures is an illegal target when Bioshift tries to resolve, or if the creatures are controlled by different players at that time, no counters will move.

Biovisionary
1GU
Creature - Human Wizard
(2/3)
At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.

Note:
2013-01-24 - Token creatures that are a copy of Biovisionary will count.
2013-01-24 - If you don't control four or more creatures named Biovisionary at the beginning of the end step, the ability won't trigger.
2013-01-24 - If the ability does trigger, but you don't control four or more creatures named Biovisionary when the ability tries to resolve, the ability will do nothing.

Birchlore Rangers
G
Creature - Elf Druid
(1/1)
Tap two untapped Elves you control: Add one mana of any color to your mana pool.

Morph {G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2004-10-04 - Since the ability does not have the {Tap} symbol, you can use the ability before this creature begins a turn under your control.
2004-10-04 - It can tap itself but is not required to do so.

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

Birds of Paradise
G
Creature - Bird
(0/1)
Flying

{TAP}: Add one mana of any color to your mana pool.

Birthing Pod
3(P|G)
Artifact
(({P|G}) can be paid with either {G} or 2 life.)

{1}({P|G}), {TAP}, Sacrifice a creature: Search your library for a creature card with converted mana cost equal to 1 plus the sacrificed creature's converted mana cost, put that card onto the battlefield, then shuffle your library. Activate this ability only any time you could cast a sorcery.

Note:
2011-06-01 - A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
2011-06-01 - To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
2011-06-01 - As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
2011-06-01 - If you're at 1 life or less, you can't pay 2 life.
2011-06-01 - Phyrexian mana is not a new color. Players can't add Phyrexian mana to their mana pools.
2011-06-01 - A creature's converted mana cost is determined solely by the mana symbols printed in its upper right corner (unless that creature is copying something else; see below). If its mana cost includes {X}, X is considered to be 0. If it has no mana symbols in its upper right corner (because it's an animated land, for example), its converted mana cost is 0. Ignore any alternative costs or additional costs (such as kicker) paid when the creature was cast.
2011-06-01 - A token has a converted mana cost of 0, unless it is copying something else.
2011-06-01 - If a creature is copying something else, its converted mana cost is the converted mana cost of whatever it's copying.

Bite of the Black Rose
3B
Sorcery
Will of the council - Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.

Note:
2014-05-29 - The effect will be the same for all your opponents, no matter how they voted.
2014-05-29 - Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
2014-05-29 - You must vote for one of the available options. You can't abstain.
2014-05-29 - No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
2014-05-29 - Players can't do anything after they finishing voting but before the spell or ability that included the vote finishes resolving.
2014-05-29 - The phrase “the vote is tied” refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.

Biting Tether
4U
Enchantment - Aura
Enchant creature

You control enchanted creature.

At the beginning of your upkeep, put a -1/-1 counter on enchanted creature.

Bitter Ordeal
2B
Sorcery
Search target player's library for a card and exile it. Then that player shuffles his or her library.

Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard this turn. You may choose new targets for the copies.)

Bitter Revelation
3B
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.

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

Note:
2008-04-01 - The effect is mandatory. You'll lose 1 life even if you have only 1 life left.
2008-04-01 - The life loss isn't a payment. You'll get a token even if you had 0 life (and other effect is stopping you from losing the game).

Bitterheart Witch
4B
Creature - Human Shaman
(1/2)
Deathtouch

When Bitterheart Witch dies, you may search your library for a Curse card, put it onto the battlefield attached to target player, then shuffle your library.

Note:
2011-09-22 - The Curse must be legally able to enchant the player. For example, if the player has protection from red, you couldn't put a red Curse onto the battlefield this way.

Bituminous Blast
3BR
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Bituminous Blast deals 4 damage to target creature.

Note:
2009-05-01 - Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with Cascade.
2009-05-01 - When the Cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not your cast the last card exiled.
2009-05-01 - If a spell with Cascade is countered, the Cascade ability will still resolve normally.
2009-05-01 - You exile  the cards face-up. All players will be able to see them.
2009-05-01 - If you exile a split card with Cascade, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can cast either half of that split card.
2009-05-01 - If you cast the last exiled card, you're casting it as a spell. It can be countered. If that card has cascade, the new spell's cascade ability will trigger, and you'll repeat the process for the new spell.
2009-05-01 - After you're done exiling cards and casting the last one if you chose to do so, the remaining exiled cards are randomly placed on the bottom of your library. Neither you nor any other player is allowed to know the order of those cards.

Black Carriage
3BB
Creature - Horse
(4/4)
Trample

Black Carriage doesn't untap during your untap step.

Sacrifice a creature: Untap Black Carriage. Activate this ability only during your upkeep.

Note:
2008-05-01 - The ability that untaps it during your upkeep has been returned to an activated ability. There is no restriction on how many times it can be untapped during your upkeep with this ability.

Black Cat
1B
Creature - Zombie Cat
(1/1)
When Black Cat dies, target opponent discards a card at random.

Black Knight
BB
Creature - Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.)

Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.)

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

Black Mana Battery
4
Artifact
{2}, {TAP}: Put a charge counter on Black Mana Battery.



{TAP}, Remove any number of charge counters from Black Mana Battery: Add {B} to your mana pool, then add an additional {B} to your mana pool for each charge counter removed this way.

Note:
2004-10-04 - Can be tapped even if it has no counters.

Black Market
3BB
Enchantment
Whenever a creature dies, 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.

Note:
2004-10-04 - Getting the mana is not optional.

Black Oak of Odunos
2B
Creature - Zombie Treefolk
(0/5)
Defender

{B}, Tap another untapped creature you control: Black Oak of Odunos gets +1/+1 until end of turn.

Note:
2014-02-01 - You can tap a creature that hasn't been under your control since your most recent turn began to activate the last ability.

Black Poplar Shaman
2B
Creature - Treefolk Shaman
(1/3)
{2}{B}: Regenerate target Treefolk.

Black Scarab
W
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by black creatures.

Enchanted creature gets +2/+2 as long as an opponent controls a black permanent.

Black Sun's Zenith
XBB
Sorcery
Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.

Note:
2011-06-01 - If this spell is countered, none of its effects occur. In particular, it will go to the graveyard rather than to its owner's library.

Black Vise
1
Artifact
As Black Vise enters the battlefield, choose an opponent.

At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4.

Note:
2004-10-04 - You choose one opposing player as it enters the battlefield and it only affects that one player. This choice is not changed even if Black Vise changes controllers. It becomes useless but stays on the battlefield if that player leaves the game.
2009-10-01 - If the chosen player has four or fewer cards in his or her hand as Black Vise's ability resolves, the ability just won't do anything that turn.

Black Ward
W
Enchantment - Aura
Enchant creature

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

Blackcleave Cliffs

Land
Blackcleave Cliffs enters the battlefield tapped unless you control two or fewer other lands.

{TAP}: Add {B} or {R} to your mana pool.

Blackcleave Goblin
3B
Creature - Goblin Zombie
(2/1)
Haste

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Note:
2011-01-01 - A player who has ten or more poison counters loses the game. This is a state-based action.
2011-01-01 - Infect's effect applies to any damage, not just combat damage.
2011-01-01 - The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.
2011-01-01 - Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
2011-01-01 - If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.
2011-01-01 - Damage from a source with infect affects planeswalkers normally.

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

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

Note:
2004-10-04 - If the player has less than 3 cards, all of them are revealed.

Blade of the Bloodchief
1
Artifact - Equipment
Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead.

Equip {1}

Note:
2009-10-01 - Blade of the Bloodchief's ability triggers regardless of who controlled the creature and whose graveyard it was put into.
2009-10-01 - The +1/+1 counters are put on the equipped creature, not Blade of the Bloodchief. If Blade of the Bloodchief is moved to a different creature, the +1/+1 counters will stay where they are.
2009-10-01 - The creature that gets the counters is the one that's equipped by Blade of the Bloodchief at the time the ability resolves. It doesn't matter what creature Blade of the Bloodchief was attached to (if any) when it triggered.
2009-10-01 - If Blade of the Bloodchief leaves the battlefield before its triggered ability resolves, the counters are put on the creature it was attached to at the time it left the battlefield. If it wasn't attached to a creature at that time, nothing gets the counters.
2009-10-01 - If the equipped creature itself is put into a graveyard, Blade of the Bloodchief's ability will trigger. However, it won't do anything when it resolves unless a spell or ability has caused it to become attached to another creature by that time. (Remember that you may activate an equip ability only as a sorcery.)
2009-10-01 - If the equipped creature and another creature are dealt lethal damage at the same time, the equipped creature will be put into a graveyard before it would receive any counters.

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


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

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Blade Splicer
2W
Creature - Human Artificer
(1/1)
When Blade Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield.

Golem creatures you control have first strike.

Blade-Tribe Berserkers
3R
Creature - Human Berserker
(3/3)
Metalcraft - When Blade-Tribe Berserkers enters the battlefield, if you control three or more artifacts, Blade-Tribe Berserkers gets +3/+3 and gains haste until end of turn.

Note:
2011-01-01 - Once the metalcraft ability resolves, Blade-Tribe Berserkers retains its bonuses for the rest of the turn, even if you cease to control three or more artifacts for some reason.

Bladed Bracers
1
Artifact - Equipment
Equipped creature gets +1/+1.

As long as equipped creature is a Human or an Angel, it has vigilance.

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Bladed Pinions
2
Artifact - Equipment
Equipped creature has flying and first strike.

Equip {2}

Bladed Sentinel
4
Artifact Creature - Construct
(2/4)
{W}: Bladed Sentinel gains vigilance until end of turn.

Blademane Baku
1R
Creature - Spirit
(1/1)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Blademane Baku.

{1}, Remove X ki counters from Blademane Baku: For each counter removed, Blademane Baku gets +2/+0 until end of turn.

Blades of Velis Vel
1R
Tribal Instant - Shapeshifter
Changeling (This card is every creature type at all times.)

Up to two target creatures each get +2/+0 and gain all creature types until end of turn.

Note:
2013-07-01 - Examples of creature types include Sliver, Goblin, and Soldier. Creature types appear after the dash on the type line of creatures.

Bladetusk Boar
3R
Creature - Boar
(3/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Note:
2009-10-01 - Intimidate looks at the current colors of a creature that has it. Normally, Bladetusk Boar can't be blocked except by artifact creatures and/or red creatures. If it's turned blue, then it can't be blocked except by artifact creatures and/or blue creatures.
2009-10-01 - If an attacking creature has intimidate, what colors it is matters only as the defending player declares blockers. Once it's blocked, changing its colors won't change that.

Bladewing the Risen
3BBRR
Legendary Creature - Zombie Dragon
(4/4)
Flying

When Bladewing the Risen enters the battlefield, you may return target Dragon permanent card from your graveyard to the battlefield.

{B}{R}: Dragon creatures get +1/+1 until end of turn.

Bladewing's Thrall
2BB
Creature - Zombie
(3/3)
Bladewing's Thrall has flying as long as you control a Dragon.

When a Dragon enters the battlefield, you may return Bladewing's Thrall from your graveyard to the battlefield.

Blanchwood Armor
2G
Enchantment - Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchanted creature gets +1/+1 for each Forest you control.

Blanchwood Treefolk
4G
Creature - Treefolk
(4/5)


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

Note:
2004-10-04 - The land can now be tapped for black mana in addition to any other abilities it already has. This works just as if the text "{Tap}: Add {B} to your mana pool" was added to each mana-producing land. In other words, the land can be tapped for its own ability _or_ it can be tapped for black mana. Not both.
2004-10-04 - Whether the land is a basic land or not is unchanged by this effect.
2004-10-04 - More than one Blanket of Night has no meaningful additional effect.
2004-10-04 - Anything which counts the number of Swamps on the battlefield will not double count an actual Swamp card while Blanket of Night is on the battlefield.
2004-10-04 - It can affect lands which do not produce mana.
2004-10-04 - The lands do not get the name "Swamp" in addition to their current name. This is a reversal of older rulings.
2004-10-04 - The ability is a land type change effect so it is ordered along with other land type change effects in the order they entered the battlefield.
2006-10-15 - If this effect is applied to a snow land, the land is now a snow Swamp and not just a regular Swamp.

Blasphemous Act
8R
Sorcery
Blasphemous Act costs {1} less to cast for each creature on the battlefield.

Blasphemous Act deals 13 damage to each creature.

Note:
2011-09-22 - The total cost to cast Blasphemous Act is locked in before you pay that cost. For example, if there are three creatures on the battlefield, including one you can sacrifice to add {1} to your mana pool, the total cost of Blasphemous Act is {5}{R}. Then you can sacrifice the creature when you activate mana abilities just before paying the cost.
2011-09-22 - Blasphemous Act's ability can't reduce the total cost to cast the spell below {R}.
2011-09-22 - Although players may respond to Blasphemous Act once it's been cast, once it's announced, they can't respond before the cost is calculated and paid.

Blast from the Past
2R
Instant
Madness {R}, cycling {1}{R}, kicker {2}{R}, flashback {3}{R}, buyback {4}{R}

Blast from the Past deals 2 damage to target creature or player.

If the kicker cost was paid, put a 1/1 red Goblin creature token into play.

Blast of Genius
4UR
Sorcery
Choose target creature or player. Draw three cards, then discard a card. Blast of Genius deals damage equal to the discarded card's converted mana cost to that creature or player.

Note:
2013-04-15 - You choose the target creature or player as part of casting the spell. If that creature or player is an illegal target when Blast of Genius tries to resolve, it will be countered and none of its effects will happen. You won't draw or discard any cards.
2013-04-15 - If you discard a split card, Blast of Genius will deal damage equal the sum of its two converted mana costs as a single damage-dealing event.
2013-04-15 - If you discard a card with {X} in its mana cost, the value of X is zero.

Blasted Landscape

Land
{TAP}: Add {1} to your mana pool.

Cycling {2} ({2}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Blaster Mage
2R
Creature - Human Spellshaper
(2/2)
{R}, {TAP}, Discard a card: Destroy target Wall.

Blastfire Bolt
5R
Instant
Blastfire Bolt deals 5 damage to target creature. Destroy all Equipment attached to that creature.

Note:
2014-07-18 - Blastfire Bolt can target any creature, not just one with Equipment attached to it. The damage will be dealt to the creature even if it doesn't have any Equipment attached to it.
2014-07-18 - If the target creature is an illegal target when Blastfire Bolt tries to resolve, it will be countered and none of its effects will happen. No Equipment will be destroyed.

Blasting Station
3
Artifact
{TAP}, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player.

Whenever a creature enters the battlefield, you may untap Blasting Station.

Blastoderm
2GG
Creature - Beast
(5/5)
Shroud (This creature can't be the target of spells or abilities.)

Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)

Blatant Thievery
4UUU
Sorcery
For each opponent, gain control of target permanent that player controls. (This effect lasts indefinitely.)

Note:
2004-10-04 - If a permanent changes controller after being targeted but before this spell resolves, you won't gain control of that permanent.
2004-10-04 - You gain control of only one permanent from each player.

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

Blaze Commando
3RW
Creature - Minotaur Soldier
(5/3)
Whenever an instant or sorcery spell you control deals damage, put two 1/1 red and white Soldier creature tokens with haste onto the battlefield.

Note:
2013-04-15 - Blaze Commando's ability triggers each time an instant or sorcery spell you control deals damage (or, put another way, the number of times the word “deals” appears in its instructions), no matter how much damage is dealt or how many players or permanents are dealt damage. For example, if you cast Punish the Enemy and it “deals 3 damage to target player and 3 damage to target creature,” Blaze Commando's ability will trigger once and you'll get two Soldier tokens.
2013-04-15 - Some instant or sorcery spells cause other objects to deal damage, rather than deal damage themselves. Such spells don't cause Blaze Commando to trigger.

Blaze of Glory
W
Instant
Cast Blaze of Glory only during combat before blockers are declared.

Target creature defending player controls can block any number of creatures this turn. It blocks each attacking creature this turn if able.

Note:
2004-10-04 - Does not allow a tapped creature to block, or allow a creature to block any creatures it would not normally be able to block.
2013-09-20 - If a turn has multiple combat phases, this spell can be cast during any of them as long as it's before the beginning of that phase's Declare Blockers Step.

Blazethorn Scarecrow
5
Artifact Creature - Scarecrow
(3/3)
Blazethorn Scarecrow has haste as long as you control a red creature.

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

Blazing Archon
6WWW
Creature - Archon
(5/6)
Flying

Creatures can't attack you.

Note:
2014-02-01 - Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.

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

{2}: Blazing Blade Askari becomes colorless until end of turn.

Blazing Effigy
1R
Creature - Elemental
(0/3)
When Blazing Effigy dies, it deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy.

Note:
2004-10-04 - If it dies and there are no creatures to target, then the ability does nothing.

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

Blazing Shoal
XRR
Instant - Arcane
You may exile a red card with converted mana cost X from your hand rather than pay Blazing Shoal's mana cost.

Target creature gets +X/+0 until end of turn.

Blazing Specter
2BR
Creature - Specter
(2/2)
Flying, haste

Whenever Blazing Specter deals combat damage to a player, that player discards a card.

Blazing Torch
1
Artifact - Equipment
Equipped creature can't be blocked by Vampires or Zombies.

Equipped creature has "{TAP}, Sacrifice Blazing Torch: Blazing Torch deals 2 damage to target creature or player."

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Note:
2009-10-01 - If a Blazing Torch controlled by one player somehow winds up equipping a creature a different player controls, the damage ability can't be activated by either player. Only the creature's controller may activate the ability -- but since that player can't sacrifice Blazing Torch (a permanent he or she doesn't control), the ability's cost can't be paid.
2009-10-01 - The source of the damage is Blazing Torch, not the equipped creature. However, the equipped creature's ability is what targets the creature or player. If Blazing Torch is equipped to a red creature, for example, the ability couldn't target a creature with protection from red. It could target a creature with protection from artifacts, but all the damage would be prevented.

Bleak Coven Vampires
3BB
Creature - Vampire Warrior
(4/3)
Metalcraft - When Bleak Coven Vampires enters the battlefield, if you control three or more artifacts, target player loses 4 life and you gain 4 life.

Blessed Breath
W
Instant - Arcane
Target creature you control gains protection from the color of your choice until end of turn.

Splice onto Arcane {W} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Note:
2013-06-07 - You reveal all cards you intend to splice at the same time. Each individual card can be spliced only once onto any one spell.
2013-06-07 - A card with a splice ability can't be spliced onto itself because the spell is on the stack (and not in your hand) when you reveal the cards you want to splice onto it.
2013-06-07 - You choose all targets for the spell after revealing cards you want to splice, including any targets required by the text of any of those cards. You may choose a different target for each instance of the word "target" on the resulting spell.
2013-06-07 - If all of the spell's targets are illegal when the spell tries to resolve, it will be countered and none of its effects will happen.

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

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

Note:
2004-10-04 - The creatures are counted on resolution.

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

Note:
2004-10-04 - This counts as gaining or losing life as appropriate.

Blessed Wine
1W
Instant
You gain 1 life.

Draw a card at the beginning of the next turn's upkeep.

Blessing
WW
Enchantment - Aura
Enchant creature

{W}: Enchanted creature gets +1/+1 until end of turn.

Blessing of Leeches
2B
Enchantment - Aura
Flash

Enchant creature

At the beginning of your upkeep, you lose 1 life.

{0}: Regenerate enchanted creature.

Blessing of the Nephilim
W
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each of its colors.

Blessings of Nature
4G
Sorcery
Distribute four +1/+1 counters among any number of target creatures.

Miracle {G} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Note:
2012-05-01 - You may choose up to four target creatures. You declare how many counters will be placed on each target creature as you cast Blessings of Nature. Each target must receive at least one counter.

Blight
BB
Enchantment - Aura
Enchant land

When enchanted land becomes tapped, destroy it.

Blight Mamba
1G
Creature - Snake
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

{1}{G}: Regenerate Blight Mamba.

Note:
2011-01-01 - A player who has ten or more poison counters loses the game. This is a state-based action.
2011-01-01 - Infect's effect applies to any damage, not just combat damage.
2011-01-01 - The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.
2011-01-01 - Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
2011-01-01 - If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.
2011-01-01 - Damage from a source with infect affects planeswalkers normally.

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

Equip {2}

Blightcaster
3B
Creature - Human Wizard
(2/3)
Whenever you cast an enchantment spell, you may have target creature get -2/-2 until end of turn.

Note:
2013-07-01 - Blightcaster's ability will resolve before the enchantment spell that caused it to trigger.
2013-07-01 - If you are the only player who controls a creature when Blightcaster's ability triggers, you must choose one as the target, although you can choose not to give it -2/-2.

Blighted Agent
1U
Creature - Human Rogue
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Blighted Agent can't be blocked.

Blighted Shaman
1B
Creature - Human Cleric Shaman
(1/1)
{TAP}, Sacrifice a Swamp: Target creature gets +1/+1 until end of turn.

{TAP}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

Blightning
1BR
Sorcery
Blightning deals 3 damage to target player. That player discards two cards.

Note:
2008-10-01 - The targeted player will discard two cards even if some or all of Blightning's damage is prevented or redirected.

Blightsoil Druid
1B
Creature - Elf Druid
(1/2)
{TAP}, Pay 1 life: Add {G} to your mana pool.

Blightspeaker
1B
Creature - Human Rebel Cleric
(1/1)
{TAP}: Target player loses 1 life.

{4}, {TAP}: Search your library for a Rebel permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.

Blightsteel Colossus
12
Artifact Creature - Golem
(11/11)
Trample, infect, indestructible

If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.

Note:
2013-07-01 - Lethal damage and effects that say "destroy" won't cause a creature with indestructible to be put into the graveyard. However, a creature with indestructible can be put into the graveyard for a number of reasons. The most likely reasons are if it's sacrificed or if its toughness is 0 or less. (In these cases, of course, Blightsteel Colossus would be shuffled into its owner's library instead of being put into its owner's graveyard.)

Blightwidow
3G
Creature - Spider
(2/4)
Reach (This creature can block creatures with flying.)

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

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

Note:
2004-12-01 - This ability triggers off anyone casting a spell, including you, not just Blind Creeper's controller or an opponent.

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

Blind Hunter
2WB
Creature - Bat
(2/2)
Flying

Haunt (When this creature dies, exile it haunting target creature.)

When Blind Hunter enters the battlefield or the creature it haunts dies, target player loses 2 life and you gain 2 life.

Blind Obedience
1W
Enchantment
Extort (Whenever you cast a spell, you may pay ({W|B}). If you do, each opponent loses 1 life and you gain that much life.)

Artifacts and creatures your opponents control enter the battlefield tapped.

Note:
2013-04-15 - You may pay {W/B} a maximum of one time for each extort triggered ability. You decide whether to pay when the ability resolves.
2013-04-15 - The amount of life you gain from extort is based on the total amount of life lost, not necessarily the number of opponents you have. For example, if your opponent's life total can't change (perhaps because that player controls Platinum Emperion), you won't gain any life.
2013-04-15 - The extort ability doesn't target any player.

Blind Phantasm
2U
Creature - Illusion
(2/3)


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

Note:
2004-10-04 - If you change the color of a spell which is to become a permanent, the permanent will retain the color change until the end of the turn.

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

Blind Zealot
1BB
Creature - Human Cleric
(2/2)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Whenever Blind Zealot deals combat damage to a player, you may sacrifice it. If you do, destroy target creature that player controls.

Note:
2011-06-01 - You'll choose the target creature when the ability goes on the stack. You'll choose whether or not to sacrifice Blind Zealot when the ability resolves.

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

Note:
2013-06-07 - Blind-Spot Giant checks if you control another Giant only as you declare it as an attacking or blocking creature. Once you do, if you lose control of your other Giants, Blind-Spot Giant won't stop attacking or blocking.

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

Whenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.

Note:
2004-10-04 - If you are damaged by more than one, the effects are cumulative and you skip multiple combat phases.

Blinding Beam
2W
Instant
Choose one -

Tap two target creatures.

Creatures don't untap during target player's next untap step.

Entwine {1} (Choose both if you pay the entwine cost.)

Note:
2013-06-07 - The second mode affects all creatures during the player's next untap step, including creatures controlled by other players (who may have untapped because of Seedborn Muse, for example) and creatures that weren't on the battlefield when Blinding Beam resolved.

Blinding Flare
R
Sorcery
Strive - Blinding Flare costs {R} more to cast for each target beyond the first.

Any number of target creatures can't block this turn.

Note:
2014-04-26 - Blinding Flare can target any creature, including those you control.
2014-04-26 - You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
2014-04-26 - The mana cost and converted mana cost of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
2014-04-26 - If all of the spell's targets are illegal when the spell tries to resolve, it will be countered and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
2014-04-26 - If such a spell is copied, and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
2014-04-26 - If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional costs for any targets beyond the first.

Blinding Light
2W
Sorcery
Tap all nonwhite creatures.

Note:
2004-10-04 - Will not tap a creature that is both white and another color.

Blinding Mage
1W
Creature - Human Wizard
(1/2)
{W}, {TAP}: Tap target creature.

Blinding Powder
1
Artifact - Equipment
Equipped creature has "Unattach Blinding Powder: Prevent all combat damage that would be dealt to this creature this turn."

Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Blinding Souleater
3
Artifact Creature - Cleric
(1/3)
({P|W}), {TAP}: Tap target creature. (({P|W}) can be paid with either {W} or 2 life.)

Blinding Spray
4U
Instant
Creatures your opponents control get -4/-0 until end of turn.

Draw a card.

Note:
2014-09-20 - Blinding Spray doesn't affect creatures that enter the battlefield or come under the control of one of your opponents after it resolves.
2014-09-20 - You can cast Blinding Spray even if your opponents control no creatures just to draw a card.

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

Blinkmoth Infusion
12UU
Instant
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)

Untap all artifacts.

Note:
2004-12-01 - If you control no artifacts, Blinkmoth Infusion costs twelve generic mana and two blue mana to cast.
2004-12-01 - Blinkmoth Infusion untaps all artifacts on the battlefield, not just artifacts you control.

Blinkmoth Nexus

Land
{TAP}: 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}, {TAP}: Target Blinkmoth creature gets +1/+1 until end of turn.

Note:
2004-12-01 - Blinkmoth Nexus gains the creature type "Blinkmoth" when it becomes a creature. This means that it ends up with three types (land, artifact, and creature), plus one creature subtype (Blinkmoth).
2004-12-01 - The "target Blinkmoth gets +1/+1" ability can target any creature with the creature type Blinkmoth.
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.
2009-10-01 - Activating the ability that turns it into a creature while it's already a creature will override any effects that set its power and/or toughness to a specific number. However, any effect that raises or lowers power and/or toughness (such as the effect created by Giant Growth, Glorious Anthem, or a +1/+1 counter) will continue to apply.

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.

Note:
2004-10-04 - The precombat main phase is the first main phase of the turn. All others are postcombat main phases, even if they technically occur before combat.
2004-12-01 - The "precombat main phase" is the first main phase of the turn. All other main phases are "postcombat main phases."

Blinkmoth Well

Land
{TAP}: Add {1} to your mana pool.

{2}, {TAP}: Tap target noncreature artifact.

Blister Beetle
1B
Creature - Insect
(1/1)
When Blister Beetle enters the battlefield, target creature gets -1/-1 until end of turn.

Note:
2008-10-01 - If there are no other creatures on the battlefield when Blister Beetle enters the battlefield, it must target itself.

Blistercoil Weird
(U|R)
Creature - Weird
(1/1)
Whenever you cast an instant or sorcery spell, Blistercoil Weird gets +1/+1 until end of turn. Untap it.

Note:
2012-10-01 - Blistercoil Weird will get +1/+1 and untap before that instant or sorcery spell resolves.
2012-10-01 - Blistercoil Weird will get +1/+1 even if the instant or sorcery spell is countered or if Blistercoil Weird is untapped when its ability resolves.
2012-10-01 - If you copy an instant or sorcery spell on the stack (using Nivix Guildmage's second ability, for example), the copy isn't cast. Blistercoil Weird's ability won't trigger.

Blistergrub
2B
Creature - Horror
(2/2)
Swampwalk

When Blistergrub dies, each opponent loses 2 life.

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

Blistering Dieflyn
3R
Creature - Imp
(0/1)
Flying

({B|R}): Blistering Dieflyn gets +1/+0 until end of turn.

Blistering Firecat
1RRR
Creature - Elemental Cat
(7/1)
Trample, haste

At the beginning of the end step, sacrifice Blistering Firecat.

Morph {R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Blisterstick Shaman
2R
Creature - Goblin Shaman
(2/1)
When Blisterstick Shaman enters the battlefield, it deals 1 damage to target creature or player.

Blitz Hellion
3RG
Creature - Hellion
(7/7)
Trample, haste

At the beginning of the end step, Blitz Hellion's owner shuffles it into his or her library.

Note:
2009-05-01 - Blitz Hellion's last ability triggers at the end of each turn in which it's on the battlefield. If it's not on the battlefield by the time this ability resolves, nothing happens. Blitz Hellion stays wherever it is, and its owner doesn't shuffle his or her library.
2009-05-01 - A token that's copying Blitz Hellion will be shuffled into its owner's library when this ability resolves, then will cease to exist. For practical purposes, the token should not actually be put into the library, though the library is still shuffled.

Blizzard
GG
Enchantment
Cast Blizzard only if you control a snow land.

Cumulative upkeep {2} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Creatures with flying don't untap during their controllers' untap steps.

Blizzard Elemental
5UU
Creature - Elemental
(5/5)
Flying

{3}{U}: Untap Blizzard Elemental.

Blizzard Specter
2UB
Snow Creature - Specter
(2/3)
Flying

Whenever Blizzard Specter deals combat damage to a player, choose one -

That player returns a permanent he or she controls to its owner's hand

That player discards a card.

Note:
2006-07-15 - You choose the mode when you put Blizzard Specter's triggered ability on the stack.
2006-07-15 - If Blizzard Specter's first mode is chosen, the defending player chooses the permanent to return to hand when the ability resolves.
2006-07-15 - Blizzard Specter's second mode may be chosen even if the defending player's hand is empty.

Bloated Toad
2G
Creature - Frog
(2/2)
Protection from blue

Cycling {2} ({2}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Blockade Runner
3U
Creature - Merfolk
(2/2)
{U}: Blockade Runner can't be blocked this turn.

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

Blood Artist
1B
Creature - Vampire
(0/1)
Whenever Blood Artist or another creature dies, target player loses 1 life and you gain 1 life.

Note:
2012-05-01 - If Blood Artist and one or more other creatures die at the same time, its ability will trigger for each of those creatures.

Blood Bairn
2B
Creature - Vampire
(2/2)
Sacrifice another creature: Blood Bairn gets +2/+2 until end of turn.

Blood Baron of Vizkopa
3WB
Creature - Vampire
(4/4)
Lifelink, protection from white and from black

As long as you have 30 or more life and an opponent has 10 or less life, Blood Baron of Vizkopa gets +6/+6 and has flying.

Note:
2013-04-15 - In a Two-Headed Giant game, Blood Baron of Vizkopa gets +6/+6 and has flying as long as your team has 30 or more life and an opposing team has 10 or less life.

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

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

Note:
2005-06-01 - A player who controls no permanents doesn't need to pay 2 life (although that player can choose to do so).
2005-06-01 - A player with less than 2 life can't pay 2 life and must return a permanent.
2005-06-01 - The choice of which permanent to return or whether to pay life is made as the triggered ability resolves.

Blood Crypt

Land - Swamp Mountain
({TAP}: Add {B} or {R} to your mana pool.)

As Blood Crypt enters the battlefield, you may pay 2 life. If you don't, Blood Crypt enters the battlefield tapped.

Note:
2005-10-01 - Has basic land types, but isn't a basic land.  Things that affect basic lands don't affect it.  For example, you can't find it with Civic Wayfinder.
2005-10-01 - If another effect (such as Loxodon Gatekeeper's ability) tells you to put lands onto the battlefield tapped, it enters the battlefield tapped whether you pay 2 life or not.
2005-10-01 - If multiple permanents with "as enters the battlefield" effects are entering the battlefield at the same time, process those effects one at a time, then put the permanents onto the battlefield all at once. For example, if you're at 3 life and an effect puts two of these onto the battlefield, you can pay 2 life for only one of them, not both.

Blood Cultist
1BR
Creature - Human Wizard
(1/1)
{TAP}: Blood Cultist deals 1 damage to target creature.

Whenever a creature dealt damage by Blood Cultist this turn dies, put a +1/+1 counter on Blood Cultist.

Note:
2008-10-01 - Each time a creature is put into a graveyard from the battlefield, check whether Blood Cultist had dealt any damage to it at any time during that turn. (This includes combat damage.) If so, Blood Cultist's second ability will trigger. It doesn't matter who controlled the creature or whose graveyard it was put into.
2008-10-01 - If Blood Cultist and a creature it dealt damage to are both put into a graveyard at the same time, Blood Cultist's ability will trigger, but it will do nothing when it resolves.

Blood Feud
4RR
Sorcery
Target creature fights another target creature. (Each deals damage equal to its power to the other.)

Note:
2011-01-22 - Blood Feud can target two creatures with the same controller.

Blood Frenzy
1R
Instant
Cast Blood Frenzy only before the combat damage step.

Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at the beginning of the next end step.

Blood Funnel
1B
Enchantment
Noncreature spells you cast cost {2} less to cast.

Whenever you cast a noncreature spell, counter that spell unless you sacrifice a creature.

Blood Host
3BB
Creature - Vampire
(3/3)
{1}{B}, Sacrifice another creature: Put a +1/+1 counter on Blood Host and you gain 2 life.

Note:
2014-07-18 - If Blood Host isn't on the battlefield when its ability resolves, you won't put a +1/+1 counter on it but you'll still gain 2 life.

Blood Hound
2R
Creature - Hound
(1/1)
Whenever you're dealt damage, you may put that many +1/+1 counters on Blood Hound.

At the beginning of your end step, remove all +1/+1 counters from Blood Hound.

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

Note:
2007-02-01 - This is the timeshifted version of Black Knight.

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

Note:
2005-11-01 - Has changed slightly in functionality, with the old continuous nature of the toughness reduction gone away; the toughness change remains static.  For example, if you have three Swamps and Nightmare on the battlefield and then cast Blood Lust on it, it will become 7/1.  If one of your Swamps is subsequently destroyed, your Nightmare will become 6/0 and be put in the graveyard.

Blood Moon
2R
Enchantment
Nonbasic lands are Mountains.

Note:
2004-12-01 - Blood Moon's effect doesn't affect supertypes and won't turn any land into a basic land.
2013-06-07 - Nonbasic lands will lose any other land types and abilities they had. They will become Mountains and gain the ability "{T}: Add {R} to your mana pool."
2013-06-07 - If a nonbasic land has an ability that causes it to enter the battlefield tapped, that ability will still function. For example, if Blood Crypt is entering the battlefield, its controller may pay 2 life to have it enter untapped. Regardless of this choice, it will be only a Mountain and not a Swamp.

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

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

Blood Ogre
2R
Creature - Ogre Warrior
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)

First strike (This creature deals combat damage before creatures without first strike.)

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

Note:
2009-10-01 - Because combat damage resolves immediately after it is assigned, you cannot sacrifice Blood Pet in between assigning and dealing combat damage. The last chance you have to sacrifice it before combat damage is dealt is during the Declare Blockers step.

Blood Reckoning
3B
Enchantment
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.

Note:
2012-07-01 - Blood Reckoning will trigger once for each creature that attacks you or a planeswalker you control.
2012-07-01 - Creatures that are put onto the battlefield attacking were never declared as attackers and won't cause Blood Reckoning to trigger.

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

Blood Scrivener
1B
Creature - Zombie Wizard
(2/1)
If you would draw a card while you have no cards in hand, instead draw two cards and lose 1 life.

Note:
2013-04-15 - Any time you are instructed to draw more than one card, you draw them one at a time. For example, if you control Blood Scrivener and have no cards in hand and you're instructed to “draw two cards,” your first card draw is replaced by drawing two cards and losing 1 life, then you'll draw the second card from the original instruction. In total, you'll draw three cards and lose 1 life.
2013-04-15 - Each additional Blood Scrivener you control will effectively add one card and 1 life lost. Say you control two Blood Scriveners and would draw a card while you have no cards in hand. The effect of one Blood Scrivener will replace the event “draw a card” with “draw two cards and lose 1 life.” The effect of the other Blood Scrivener will replace the drawing of the first of those two cards with “draw two cards and lose 1 life.” You'll draw two cards and lose 1 life, then draw another card and lose another 1 life.

Blood Seeker
1B
Creature - Vampire Shaman
(1/1)
Whenever a creature enters the battlefield under an opponent's control, you may have that player lose 1 life.

Note:
2011-09-22 - Life loss is not the same as damage. Blood Seeker's ability will not cause creatures with bloodthirst to enter the battlefield with +1/+1 counters.

Blood Speaker
3B
Creature - Ogre Shaman
(3/2)
At the beginning of your upkeep, you may sacrifice Blood Speaker. If you do, search your library for a Demon card, reveal that card, put it into your hand, then shuffle your library.

Whenever a Demon enters the battlefield under your control, return Blood Speaker from your graveyard to your hand.

Note:
2004-12-01 - The return-to-hand triggered ability triggers while Blood Speaker is in your graveyard, no matter how it got there.

Blood Tithe
3B
Sorcery
Each opponent loses 3 life. You gain life equal to the life lost this way.

Blood Tribute
4BB
Sorcery
Kicker-Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.)

Target opponent loses half his or her life, rounded up. If Blood Tribute was kicked, you gain life equal to the life lost this way.

Note:
2009-10-01 - You can tap a creature that hasn't been under your control since your most recent turn began to pay the kicker cost.

Blood Tyrant
4UBR
Creature - Vampire
(5/5)
Flying, trample

At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on Blood Tyrant for each 1 life lost this way.

Whenever a player loses the game, put five +1/+1 counters on Blood Tyrant.

Note:
2009-02-01 - Blood Tyrant's second ability causes each player to lose 1 life, including you. Blood Tyrant will count each player's life loss, including yours, when determining how many +1/+1 counters it gets.
2009-02-01 - Blood Tyrant's third ability will trigger no matter how a player loses the game: due to a state-based action (as a result of having a life total of 0 or less, trying to draw a card from an empty library, or having ten poison counters), a spell or ability that says that player loses the game, a concession, or a game loss awarded by a judge.
2009-02-01 - In a multiplayer game using the limited range of influence option (such as a Grand Melee game), if a spell or ability says that you win the game, it instead causes all of your opponents within your range of influence to lose the game. This is another way by which Blood Tyrant's third ability can trigger.

Blood Vassal
2B
Creature - Thrull
(2/2)
Sacrifice Blood Vassal: Add {B}{B} to your mana pool.

Blood-Toll Harpy
2B
Creature - Harpy
(2/1)
Flying

When Blood-Toll Harpy enters the battlefield, each player loses 1 life.

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

Bloodbraid Elf
2RG
Creature - Elf Berserker
(3/2)
Haste

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Note:
2009-05-01 - Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with Cascade.
2009-05-01 - When the Cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not your cast the last card exiled.
2009-05-01 - If a spell with Cascade is countered, the Cascade ability will still resolve normally.
2009-05-01 - You exile  the cards face-up. All players will be able to see them.
2009-05-01 - If you exile a split card with Cascade, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can cast either half of that split card.
2009-05-01 - If you cast the last exiled card, you're casting it as a spell. It can be countered. If that card has cascade, the new spell's cascade ability will trigger, and you'll repeat the process for the new spell.
2009-05-01 - After you're done exiling cards and casting the last one if you chose to do so, the remaining exiled cards are randomly placed on the bottom of your library. Neither you nor any other player is allowed to know the order of those cards.

Bloodchief Ascension
B
Enchantment
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on Bloodchief Ascension. (Damage causes loss of life.)

Whenever a card is put into an opponent's graveyard from anywhere, if Bloodchief Ascension has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.

Note:
2009-10-01 - Bloodchief Ascension's first ability has an "intervening 'if' clause." It won't trigger at all unless an opponent has already lost 2 or more life by the time the end step begins.
2009-10-01 - Bloodchief Ascension's first ability checks how much life was lost by each opponent over the course of the entire turn, even if Bloodchief Ascension wasn't on the battlefield the whole time.
2009-10-01 - For the first ability to trigger, a single opponent must have lost 2 life. Two opponents each losing 1 life won't cause it to trigger. It will trigger a maximum of once per turn, no matter how many opponents have lost 2 or more life.
2009-10-01 - Bloodchief Ascension's first ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than he or she started the turn with -- but Bloodchief Ascension's first ability will still trigger.
2009-10-01 - Bloodchief Ascension's second ability doesn't behave like a leaves-the-battlefield triggered ability, since the card put into an opponent's graveyard may come from anywhere. If a Bloodchief Ascension with three quest counters on it and a permanent an opponent owns are destroyed at the same time, for example, the game will not "look back in time" at the game state, and Bloodchief Ascension's second ability won't trigger.

Bloodcrazed Goblin
R
Creature - Goblin Berserker
(2/2)
Bloodcrazed Goblin can't attack unless an opponent has been dealt damage this turn.

Note:
2010-08-15 - For Bloodcrazed Goblin to be able to attack, an opponent must have been dealt damage that turn before the declare attackers step begins. The damage must have been noncombat damage of some sort, or it was combat damage and an additional combat phase has been created.
2010-08-15 - It doesn't matter how an opponent was dealt damage, or even who controlled the source of the damage.
2010-08-15 - If damage would have been dealt to an opponent but it was all prevented, redirected, or otherwise replaced, Bloodcrazed Goblin won't be able to attack.
2010-08-15 - Bloodcrazed Goblin's ability checks only whether damage was dealt to an opponent. It doesn't care whether that opponent also gained life. For example, if an opponent was dealt 4 damage and gained 6 life during the turn, that player will have a higher life total than he or she started the turn with -- but Goblin Berserker will still be able to attack.
2010-08-15 - If Bloodcrazed Goblin attacks, it doesn't have to attack the opponent who was dealt damage. It can attack a planeswalker. In a multiplayer game, it can attack a different opponent.

Bloodcrazed Hoplite
1B
Creature - Human Soldier
(2/1)
Heroic - Whenever you cast a spell that targets Bloodcrazed Hoplite, put a +1/+1 counter on it.

Whenever a +1/+1 counter is placed on Bloodcrazed Hoplite, remove a +1/+1 counter from target creature an opponent controls.

Note:
2014-04-26 - Bloodcrazed Hoplite's last ability will trigger whenever any +1/+1 counter is placed on it, not just ones due to its heroic ability.
2014-04-26 - If multiple +1/+1 counters are placed on Bloodcrazed Hoplite simultaneously, it last ability will trigger once for each of those counters.
2014-04-26 - If Bloodcrazed Hoplite enters the battlefield with +1/+1 counters on it, its last ability will trigger once for each of those counters.
2014-04-26 - Heroic abilities will resolve before the spell that caused them to trigger.
2014-04-26 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2014-04-26 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Bloodcrazed Neonate
1R
Creature - Vampire
(2/1)
Bloodcrazed Neonate attacks each turn if able.

Whenever Bloodcrazed Neonate deals combat damage to a player, put a +1/+1 counter on it.

Bloodcurdler
1B
Creature - Horror
(1/1)
Flying

At the beginning of your upkeep, put the top card of your library into your graveyard.

Threshold - As long as seven or more cards are in your graveyard, Bloodcurdler gets +1/+1 and has "At the beginning of your end step, exile two cards from your graveyard."

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

Bloodfell Caves

Land
Bloodfell Caves enters the battlefield tapped.

When Bloodfell Caves enters the battlefield, you gain 1 life.

{TAP}: Add {B} or {R} to your mana pool.

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

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

Bloodfire Expert
2R
Creature - Efreet Monk
(3/1)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

Note:
2014-09-20 - Any spell you cast that doesn't have the type creature will cause prowess to trigger. If a spell has multiple types, and one of those types is creature (such as an artifact creature), casting it won't cause prowess to trigger. Playing a land also won't cause prowess to trigger.
2014-09-20 - Prowess goes on the stack on top of the spell that caused it to trigger. It will resolve before that spell.
2014-09-20 - Once it triggers, prowess isn't connected to the spell that caused it to trigger. If that spell is countered, prowess will still resolve.

Bloodfire Infusion
2R
Enchantment - Aura
Enchant creature you control

{R}, Sacrifice enchanted creature: Bloodfire Infusion deals damage equal to the sacrificed creature's power to each creature.

Note:
2004-10-04 - If this card is ever on a creature you don't control, it is put into the graveyard as a State-Based Action.

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

Bloodfire Mentor
2R
Creature - Efreet Shaman
(0/5)
{2}{U}, {TAP}: Draw a card, then discard a card.

Bloodflow Connoisseur
2B
Creature - Vampire
(1/1)
Sacrifice a creature: Put a +1/+1 counter on Bloodflow Connoisseur.

Bloodfray Giant
2RR
Creature - Giant
(4/3)
Trample

Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)

Note:
2013-04-15 - You make the choice to have the creature with unleash enter the battlefield with a +1/+1 counter or not as it's entering the battlefield. At that point, it's too late for a player to respond to the creature spell by trying to counter it, for example.
2013-04-15 - The unleash ability applies no matter where the creature is entering the battlefield from.
2013-04-15 - A creature with unleash can't block if it has any +1/+1 counter on it, not just one put on it by the unleash ability.
2013-04-15 - Putting a +1/+1 counter on a creature with unleash that's already blocking won't remove it from combat. It will continue to block.

Bloodghast
BB
Creature - Vampire Spirit
(2/1)
Bloodghast can't block.

Bloodghast has haste as long as an opponent has 10 or less life.

Landfall - Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.

Note:
2009-10-01 - The landfall ability triggers whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2009-10-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
2009-10-01 - Bloodghast's landfall ability triggers only if it's already in your graveyard at the time a land enters the battlefield under your control.

Bloodgift Demon
3BB
Creature - Demon
(5/4)
Flying

At the beginning of your upkeep, target player draws a card and loses 1 life.

Bloodhall Ooze
R
Creature - Ooze
(1/1)
At the beginning of your upkeep, if you control a black permanent, you may put a +1/+1 counter on Bloodhall Ooze.

At the beginning of your upkeep, if you control a green permanent, you may put a +1/+1 counter on Bloodhall Ooze.

Note:
2009-02-01 - The "intervening 'if' clause" means that (1) the ability won't trigger at all unless you control a permanent of the specified color, and (2) the ability will do nothing unless you control a permanent of the specified color at the time it resolves.
2009-02-01 - A permanent that's both black and green will allow both abilities to trigger (as will separate black permanents and green permanents, of course).

Bloodhunter Bat
3B
Creature - Bat
(2/2)
Flying

When Bloodhunter Bat enters the battlefield, target player loses 2 life and you gain 2 life.

Bloodhusk Ritualist
2B
Creature - Vampire Shaman
(2/2)
Multikicker {B} (You may pay an additional {B} any number of times as you cast this spell.)

When Bloodhusk Ritualist enters the battlefield, target opponent discards a card for each time it was kicked.

Bloodied Ghost
1(W|B)(W|B)
Creature - Spirit
(3/3)
Flying

Bloodied Ghost enters the battlefield with a -1/-1 counter on it.

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

Bloodletter Quill
3
Artifact
{2}, {TAP}, Put a blood counter on Bloodletter Quill: Draw a card, then you lose 1 life for each blood counter on Bloodletter Quill.

{U}{B}: Remove a blood counter from Bloodletter Quill.

Note:
2005-10-01 - You may activate the second ability in response to activating the first one. If you do, you'll remove the blood counter that was just added before you lose the life.

Bloodline Keeper
2BB
Creature - Vampire
(3/3)
Flying

{TAP}: Put a 2/2 black Vampire creature token with flying onto the battlefield.

{B}: Transform Bloodline Keeper. Activate this ability only if you control five or more Vampires.

Bloodline Shaman
1G
Creature - Elf Wizard Shaman
(1/1)
{TAP}: 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.

Bloodlord of Vaasgoth
3BB
Creature - Vampire Warrior
(3/3)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)

Flying

Whenever you cast a Vampire creature spell, it gains bloodthirst 3.

Note:
2011-09-22 - Multiple instances of bloodthirst are cumulative. For example, if you control Bloodlord of Vaasgoth and cast a Vampire creature spell that already has bloodthirst 1, that Vampire will enter the battlefield with four +1/+1 counters on it if an opponent has been dealt damage that turn.
2011-09-22 - A creature spell like Phantasmal Image that may enter the battlefield as a copy of a creature is not a Vampire creature spell, even if you intend on copying a Vampire creature when that creature enters the battlefield.
2011-09-22 - Vampire creatures you put directly onto the battlefield without casting them and Vampire creature tokens you put onto the battlefield will not gain bloodthirst 3 from Bloodlord of Vaasgoth.

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

Bloodpyre Elemental
4R
Creature - Elemental
(4/1)
Sacrifice Bloodpyre Elemental: Bloodpyre Elemental deals 4 damage to target creature. Activate this ability only any time you could cast a sorcery.

Note:
2013-04-15 - If you cast this as normal during your main phase, it will enter the battlefield and you'll receive priority. If no abilities trigger because of this, you can activate its ability immediately, before any other player has a chance to remove it from the battlefield.

Bloodrage Vampire
2B
Creature - Vampire
(3/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)

Bloodrite Invoker
2B
Creature - Vampire Shaman
(3/1)
{8}: Target player loses 3 life and you gain 3 life.

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

Note:
2004-10-04 - There is no penalty if it can't attack.

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

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

Bloodshed Fever
R
Enchantment - Aura
Enchant creature

Enchanted creature attacks each turn if able.

Bloodshot Cyclops
5R
Creature - Cyclops Giant
(4/4)
{TAP}, Sacrifice a creature: Bloodshot Cyclops deals damage equal to the sacrificed creature's power to target creature or player.

Bloodshot Trainee
3R
Creature - Goblin Warrior
(2/3)
{TAP}: Bloodshot Trainee deals 4 damage to target creature. Activate this ability only if Bloodshot Trainee's power is 4 or greater.

Note:
2011-01-01 - Once Bloodshot Trainee's ability is activated, it will resolve as normal even if Bloodshot Trainee's power is less than 4 by the time the ability resolves.

Bloodsoaked Champion
B
Creature - Human Warrior
(2/1)
Bloodsoaked Champion can't block.

Raid - {1}{B}: Return Bloodsoaked Champion from your graveyard to the battlefield. Activate this ability only if you attacked with a creature this turn.

Note:
2014-09-20 - The activated ability can be activated only if Bloodsoaked Champion is in your graveyard. Notably, if it attacks and then dies later in the turn, you can use its ability to return it to the battlefield, as its attack satisfies its own activation instruction.
2014-09-20 - Raid abilities care only that you attacked with a creature. It doesn't matter how many creatures you attacked with, or which opponent or planeswalker controlled by an opponent those creatures attacked.
2014-09-20 - Raid abilities evaluate the entire turn to see if you attacked with a creature. That creature doesn't have to still be on the battlefield. Similarly, the player or planeswalker it attacked doesn't have to still be in the game or on the battlefield, respectively.

Bloodstained Mire

Land
{TAP}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it onto the battlefield. Then shuffle your library.

Bloodstoke Howler
5R
Creature - Beast
(3/4)
Morph {6}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Bloodstoke Howler is turned face up, Beast creatures you control get +3/+0 until end of turn.

Note:
2004-10-04 - The trigger occurs when you use the Morph ability to turn the card face up, or when an effect turns it face up. It will not trigger on being revealed or on leaving the battlefield.

Bloodstone Cameo
3
Artifact
{TAP}: Add {B} or {R} to your mana pool.

Bloodthirsty Ogre
2B
Creature - Ogre Warrior Shaman
(3/1)
{TAP}: Put a devotion counter on Bloodthirsty Ogre.

{TAP}: Target creature gets -X/-X until end of turn, where X is the number of devotion counters on Bloodthirsty Ogre. Activate this ability only if you control a Demon.

Bloodthorn Taunter
1R
Creature - Human Scout
(1/1)
Haste

{TAP}: Target creature with power 5 or greater gains haste until end of turn.

Note:
2008-10-01 - The ability checks the targeted creature's power twice: when the creature becomes the target, and when the ability resolves. Once the ability resolves, it will continue to apply to the affected creature no matter what its power may become later in the turn.

Bloodthrone Vampire
1B
Creature - Vampire
(1/1)
Sacrifice a creature: Bloodthrone Vampire gets +2/+2 until end of turn.

Note:
2010-06-15 - You can sacrifice Bloodthrone Vampire to activate its own ability, but it won't be on the battlefield to get the bonus.
2010-06-15 - If you sacrifice an attacking or blocking creature during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but the creature you wish to sacrifice is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.

Bloom Tender
1G
Creature - Elf Druid
(1/1)
{TAP}: For each color among permanents you control, add one mana of that color to your mana pool.

Note:
2008-08-01 - For each color (white, blue, black, red, and green), check to see if you control a permanent of that color. You can count the same permanent for multiple colors. For example, if you control a green enchantment and a white-black creature, Bloom Tender's ability produces {W}{B}{G}.
2008-08-01 - Bloom Tender won't add more than one mana of any particular color to your mana pool. At most, it will produce {W}{U}{B}{R}{G}.
2008-08-01 - Bloom Tender can't add colorless mana to your mana pool, even if you control a colorless permanent.

Blossoming Sands

Land
Blossoming Sands enters the battlefield tapped.

When Blossoming Sands enters the battlefield, you gain 1 life.

{TAP}: Add {G} or {W} to your mana pool.

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

Note:
2004-10-04 - Creatures are counted on resolution.

Blowfly Infestation
2B
Enchantment
Whenever a creature dies, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.

Note:
2008-05-01 - When Blowfly Infestation's ability resolves, it will put a single -1/-1 counter on the targeted creature. It doesn't matter how many -1/-1 counters were on the creature that went to a graveyard as long as it had at least one on it.
2008-05-01 - This ability is mandatory. If you're the only player who controls any creatures when this ability triggers, you must target one of them.

Bludgeon Brawl
2R
Enchantment
Each noncreature, non-Equipment artifact is an Equipment with equip {X} and "Equipped creature gets +X/+0," where X is that artifact's converted mana cost.

Note:
2011-06-01 - The affected artifacts retain their other types and abilities.
2011-06-01 - An Equipment that's also a creature can't be equipped to anything.
2011-06-01 - If an artifact affected by Bludgeon Brawl later becomes a creature, Bludgeon Brawl's effect no longer applies to it. That artifact will stop being an Equipment and become unattached from any creature it was attached to; it will remain on the battlefield. The same thing if Bludgeon Brawl leaves the battlefield.
2011-06-01 - While Bludgeon Brawl is on the battlefield, an Aura enchantment that somehow becomes an artifact in addition to its other types will also become an Equipment. Any of its abilities that refer to either "enchanted creature" or "equipped creature" refer to the creature it's currently attached to. It can be attached to other creatures using its equip ability. If you try to attach the Aura Equipment to a creature it can't legally be attached to, it remains where it is. If the creature it's attached to becomes an illegal permanent for it to enchant, the Aura Equipment will be put into its owner's graveyard as a state-based action.

Blue Elemental Blast
U
Instant
Choose one -

Counter target red spell.

Destroy target red permanent.

Note:
2004-10-04 - The decision to counter a spell or destroy a permanent is a decision made on announcement before the target is selected. If the spell is redirected, this mode can't be changed, so only targets of the selected type are valid.

Blue Mana Battery
4
Artifact
{2}, {TAP}: Put a charge counter on Blue Mana Battery.



{TAP}, Remove any number of charge counters from Blue Mana Battery: Add {U} to your mana pool, then add an additional {U} to your mana pool for each charge counter removed this way.

Note:
2004-10-04 - Can be tapped even if it has no counters.

Blue Scarab
W
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked by blue creatures.

Enchanted creature gets +2/+2 as long as an opponent controls a blue permanent.

Blue Sun's Zenith
XUUU
Instant
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.

Note:
2011-06-01 - If this spell is countered, none of its effects occur. In particular, it will go to the graveyard rather than to its owner's library.
2011-06-01 - You follow the instructions in order. You won't be able to draw the same Blue Sun's Zenith that you cast.

Blue Ward
W
Enchantment - Aura
Enchant creature

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

Blunt the Assault
3G
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn.

Note:
2011-01-01 - You gain 1 life for each creature on the battlefield, not just for each attacking and blocking creature.

Blur Sliver
2R
Creature - Sliver
(2/2)
Sliver creatures you control have haste. (They can attack and {TAP} as soon as they come under your control.)

Note:
2013-07-01 - If Blur Sliver leaves the battlefield during combat, any attacking Sliver creatures that came under your control this turn will continue to attack, even though they will no longer have haste.
2013-07-01 - If you change the creature type of a Sliver you control so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures you control.
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.

Blurred Mongoose
1G
Creature - Mongoose
(2/1)
Blurred Mongoose can't be countered.

Shroud (This creature can't be the target of spells or abilities.)

Note:
2004-10-04 - It can be targeted while on the stack. Shroud only works while it is on the battlefield.
2004-10-04 - Counterspells can be cast that target it, but when they resolve they simply don't counter it since it can't be countered.

Blustersquall
U
Instant
Tap target creature you don't control.

Overload {3}{U} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")

Note:
2013-04-15 - If you don't pay the overload cost of a spell, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
2013-04-15 - Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
2013-04-15 - Note that if the spell with overload is dealing damage, protection from that spell's color will still prevent that damage.
2013-04-15 - Overload doesn't change when you can cast the spell.
2013-04-15 - Casting a spell with overload doesn't change that spell's mana cost. You just pay the overload cost instead.
2013-04-15 - Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while casting it for its overload cost, too.
2013-04-15 - If you are instructed to cast a spell with overload “without paying its mana cost,” you can't choose to pay its overload cost instead.

Boa Constrictor
4G
Creature - Snake
(3/3)
{TAP}: Boa Constrictor gets +3/+3 until end of turn.

Boar Umbra
2G
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Note:
2010-06-15 - Totem armor's effect is mandatory. If the enchanted permanent would be destroyed, you must remove all damage from it and destroy the Aura that has totem armor instead.
2010-06-15 - Totem armor's effect is applied no matter why the enchanted permanent would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Doom Blade). In either case, all damage is removed from the permanent and the Aura is destroyed instead.
2010-06-15 - If a permanent you control is enchanted with multiple Auras that have totem armor, and the enchanted permanent would be destroyed, one of those Auras is destroyed instead -- but only one of them. You choose which one because you control the enchanted permanent.
2010-06-15 - If a creature enchanted with an Aura that has totem armor would be destroyed by multiple state-based actions at the same time the totem armor's effect will replace all of them and save the creature.
2010-06-15 - If a spell or ability (such as Planar Cleansing) would destroy both an Aura with totem armor and the permanent it's enchanting at the same time, totem armor's effect will save the enchanted permanent from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
2010-06-15 - Totem armor's effect is not regeneration. Specifically, if totem armor's effect is applied, the enchanted permanent does not become tapped and is not removed from combat as a result. Effects that say the enchanted permanent can't be regenerated (as Vendetta does) won't prevent totem armor's effect from being applied.
2010-06-15 - Say you control a permanent enchanted with an Aura that has totem armor, and the enchanted permanent has gained a regeneration shield. The next time it would be destroyed, you choose whether to apply the regeneration effect or the totem armor effect. The other effect is unused and remains, in case the permanent would be destroyed again.
2010-06-15 - If a spell or ability says that it would "destroy" a permanent enchanted with an Aura that has totem armor, that spell or ability causes the Aura to be destroyed instead. (This matters for cards such as Karmic Justice.) Totem armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has totem armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
2013-07-01 - Totem armor has no effect if the enchanted permanent is put into a graveyard for any other reason, such as if it's sacrificed, if it's legendary and another legendary permanent with the same name is controlled by the same player, or if its toughness is 0 or less.
2013-07-01 - If a creature enchanted with an Aura that has totem armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Totem armor won't do anything because it won't have to.
2013-07-01 - Say you control a permanent enchanted with an Aura that has totem armor, and that Aura has gained a regeneration shield. The next time the enchanted permanent would be destroyed, the Aura would be destroyed instead -- but it regenerates, so nothing is destroyed at all. Alternately, if that Aura somehow gains indestructible, the enchanted permanent is effectively indestructible as well.

Boartusk Liege
1(R|G)(R|G)(R|G)
Creature - Goblin Knight
(3/4)
Trample

Other red creatures you control get +1/+1.

Other green creatures you control get +1/+1.

Note:
2008-05-01 - The abilities are separate and cumulative. If another creature you control is both of the listed colors, it will get a total of +2/+2.

Body Double
4U
Creature - Shapeshifter
(0/0)
You may have Body Double enter the battlefield as a copy of any creature card in a graveyard.

Note:
2007-02-01 - Treat Body Double as though it were the chosen card entering the battlefield. Any "As this card enters the battlefield," "This card enters the battlefield with," and "When this card enters the battlefield" abilities of the chosen card will work.
2007-02-01 - You don't have to choose a card to copy. If you don't, Body Double enters the battlefield as a 0/0 creature and is probably put into your graveyard immediately, unless something is increasing its toughness to keep it alive.
2007-02-01 - If Body Double copies a Vesuvan Shapeshifter which then copies another creature and then is somehow turned face down, the Body Double is now a face-down Vesuvan Shapeshifter and may be turned face up via its Morph ability.

Body of Jukai
7GG
Creature - Spirit
(8/5)
Trample

Soulshift 8 (When this creature dies, you may return target Spirit card with converted mana cost 8 or less from your graveyard to your hand.)

Body Snatcher
2BB
Creature - Minion
(2/2)
When Body Snatcher enters the battlefield, exile it unless you discard a creature card.

When Body Snatcher dies, exile Body Snatcher and return target creature card from your graveyard to the battlefield.

Note:
2004-10-04 - You choose whether or not to discard on resolution.
2004-10-04 - You can choose to target itself to return to the battlefield, but the exiling happens first and so the return will fail.

Bog Down
2B
Sorcery
Kicker-Sacrifice two lands. (You may sacrifice two lands in addition to any other costs as you cast this spell.)

Target player discards two cards. If Bog Down was kicked, that player discards three cards instead.

Note:
2004-10-04 - The player discards 2 cards or 3 cards, not 5 cards.

Bog Elemental
3BB
Creature - Elemental
(5/4)
Protection from white

At the beginning of your upkeep, sacrifice Bog Elemental unless you sacrifice a land.

Bog Glider
2B
Creature - Human Mercenary
(1/1)
Flying

{TAP}, Sacrifice a land: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

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

Bog Hoodlums
5B
Creature - Goblin Warrior
(4/1)
Bog Hoodlums can't block.

When Bog Hoodlums enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on Bog Hoodlums. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Bog Imp
1B
Creature - Imp
(1/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)

Bog Initiate
1B
Creature - Human Wizard
(1/1)
{1}: Add {B} to your mana pool.

Bog Raiders
2B
Creature - Zombie
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

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

Bog Serpent
5B
Creature - Serpent
(5/5)
Bog Serpent can't attack unless defending player controls a Swamp.

When you control no Swamps, sacrifice Bog Serpent.

Note:
2007-02-01 - This is the timeshifted version of Sea Serpent.

Bog Smugglers
1BB
Creature - Human Mercenary
(2/2)
Swampwalk

Bog Tatters
4B
Creature - Wraith
(4/2)
Swampwalk

Bog Witch
2B
Creature - Human Spellshaper
(1/1)
{B}, {TAP}, Discard a card: Add {B}{B}{B} to your mana pool.

Note:
2004-10-04 - The ability is a mana ability.

Bog Wraith
3B
Creature - Wraith
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)

Bog Wreckage

Land
Bog Wreckage enters the battlefield tapped.

{TAP}: Add {B} to your mana pool.

{TAP}, Sacrifice Bog Wreckage: Add one mana of any color to your mana pool.

Bog-Strider Ash
3G
Creature - Treefolk Shaman
(2/4)
Swampwalk

Whenever a player casts a Goblin spell, you may pay {G}. If you do, you gain 2 life.

Bogardan Firefiend
2R
Creature - Elemental Spirit
(2/1)
When Bogardan Firefiend dies, it deals 2 damage to target creature.

Note:
2004-10-04 - You must pick a target creature, even if you are the only player with creatures on the battlefield.

Bogardan Hellkite
6RR
Creature - Dragon
(5/5)
Flash (You may cast this spell any time you could cast an instant.)

Flying

When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of target creatures and/or players.

Note:
2009-10-01 - The number of targets chosen for the enters-the-battlefield ability must be at least 1 and at most 5. You divide the damage as you put the ability on the stack, not as it resolves. Each target must be assigned at least 1 damage.

Bogardan Lancer
1R
Creature - Human Knight
(1/1)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Bogardan Phoenix
2RRR
Creature - Phoenix
(3/3)
Flying

When Bogardan Phoenix dies, exile it if it had a death counter on it. Otherwise, return it to the battlefield under your control and put a death counter on it.

Note:
2006-02-01 - Errata streamlined the trigger and got rid of the replacement effect.  In both cases, it will go to the graveyard.  In one it will then come back onto the battlefield; in the other it will then be exiled.

Bogardan Rager
5R
Creature - Elemental
(3/4)
Flash (You may cast this spell any time you could cast an instant.)

When Bogardan Rager enters the battlefield, target creature gets +4/+0 until end of turn.

Bogbrew Witch
3B
Creature - Human Wizard
(1/3)
{2}, {TAP}: Search your library for a card named Festering Newt or Bubbling Cauldron, put it onto the battlefield tapped, then shuffle your library.

Note:
2013-07-01 - You don't have to declare which card you're searching for when you activate the ability.
2013-07-01 - You put only one card onto the battlefield as the activated ability resolves.

Boggart Arsonists
2R
Creature - Goblin Rogue
(2/1)
Plainswalk

{2}{R}, Sacrifice Boggart Arsonists: Destroy target Scarecrow or Plains.

Boggart Birth Rite
B
Tribal Sorcery - Goblin
Return target Goblin card from your graveyard to your hand.

Boggart Forager
R
Creature - Goblin Rogue
(1/1)
{R}, Sacrifice Boggart Forager: Target player shuffles his or her library.

Boggart Harbinger
2B
Creature - Goblin Shaman
(2/1)
When Boggart Harbinger enters the battlefield, you may search your library for a Goblin card, reveal it, then shuffle your library and put that card on top of it.

Boggart Loggers
2B
Creature - Goblin Rogue
(2/1)
Forestwalk

{2}{B}, Sacrifice Boggart Loggers: Destroy target Treefolk or Forest.

Boggart Mob
3B
Creature - Goblin Warrior
(5/5)
Champion a Goblin (When this enters the battlefield, sacrifice it unless you exile another Goblin you control. When this leaves the battlefield, that card returns to the battlefield.)

Whenever a Goblin you control deals combat damage to a player, you may put a 1/1 black Goblin Rogue creature token onto the battlefield.

Boggart Ram-Gang
(R|G)(R|G)(R|G)
Creature - Goblin Warrior
(3/3)
Haste

Wither (This deals damage to creatures in the form of -1/-1 counters.)

Boggart Shenanigans
2R
Tribal Enchantment - Goblin
Whenever another Goblin you control is put into a graveyard from the battlefield, you may have Boggart Shenanigans deal 1 damage to target player.

Boggart Sprite-Chaser
1R
Creature - Goblin Warrior
(1/2)
As long as you control a Faerie, Boggart Sprite-Chaser gets +1/+1 and has flying.

Boil
3R
Instant
Destroy all Islands.

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

Draw a card.

Boiling Seas
3R
Sorcery
Destroy all Islands.

Bojuka Bog

Land
Bojuka Bog enters the battlefield tapped.

When Bojuka Bog enters the battlefield, exile all cards from target player's graveyard.

{TAP}: Add {B} to your mana pool.

Bojuka Brigand
1B
Creature - Human Warrior Ally
(1/1)
Bojuka Brigand can't block.

Whenever Bojuka Brigand or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Bojuka Brigand.

Bola Warrior
1R
Creature - Human Spellshaper Warrior
(1/1)
{R}, {TAP}, Discard a card: Target creature can't block this turn.

Bold Defense
2W
Instant
Kicker {3}{W} (You may pay an additional {3}{W} as you cast this spell.)

Creatures you control get +1/+1 until end of turn. If Bold Defense was kicked, instead creatures you control get +2/+2 and gain first strike until end of turn.

Note:
2009-10-01 - Only creatures you control as Bold Defense resolves are affected.
2009-10-01 - If a creature doesn't have first strike, granting it first strike after combat damage has been dealt in the first combat damage step won't prevent it from dealing combat damage. It will still assign and deal its combat damage in the second combat damage step.

Boldwyr Heavyweights
2RR
Creature - Giant Warrior
(8/8)
Trample

When Boldwyr Heavyweights enters the battlefield, each opponent may search his or her library for a creature card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it.

Note:
2008-04-01 - A player who doesn't want to shuffle his or her library may choose not to search for a creature card.

Boldwyr Intimidator
5RR
Creature - Giant Warrior
(5/5)
Cowards can't block Warriors.

{R}: Target creature becomes a Coward until end of turn.

{2}{R}: Target creature becomes a Warrior until end of turn.

Note:
2007-05-01 - Coward is a new creature type.
2007-05-01 - Each of the activated abilities replaces all creature types the affected creature may have had.
2008-04-01 - Note that the exact wording of this card has changed since it was printed in the _Future Sight_(TM) set, but its functionality is the same.

Bolt of Keranos
1RR
Sorcery
Bolt of Keranos deals 3 damage to target creature or player. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Note:
2013-09-15 - When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
2013-09-15 - You choose how to order cards returned to your library after scrying no matter where you put them.
2013-09-15 - You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
2013-09-15 - Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

Bomb Squad
3R
Creature - Dwarf
(1/1)
{TAP}: 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.

Note:
2004-10-04 - If the creature regenerates, the fuse counters are still removed and the four damage is still dealt.
2004-10-04 - If there are two Bomb Squads on the battlefield when a creature ends up with 4 or more fuse counters, both Bomb Squad abilities will trigger causing 4 damage each even though the first to resolve will destroy the creature.

Bomber Corps
1R
Creature - Human Soldier
(1/2)
Battalion - Whenever Bomber Corps and at least two other creatures attack, Bomber Corps deals 1 damage to target creature or player.

Note:
2013-04-15 - The three attacking creatures don't have to be attacking the same player or planeswalker.
2013-04-15 - Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
2013-04-15 - The effects of battalion abilities vary from card to card. Read each card carefully.

Bond Beetle
G
Creature - Insect
(0/1)
When Bond Beetle enters the battlefield, put a +1/+1 counter on target creature.

Note:
2012-07-01 - You can choose Bond Beetle as the target of its own ability.

Bond of Agony
XB
Sorcery
As an additional cost to cast Bond of Agony, pay X life.

Each other player loses X life.

Note:
2006-05-01 - You can't choose an X that's greater than your life total.
2006-05-01 - You can choose an X that's equal to your life total. If you do, you'll pay that much life when the spell is cast and will lose the game before it resolves.
2013-04-15 - You must pay both X life and {X}{B}. For example, if you want each other player to lose 2 life when Bond of Agony resolves, you must pay {2}{B} and 2 life.

Bonded Fetch
2U
Creature - Homunculus
(0/2)
Defender, haste

{TAP}: Draw a card, then discard a card.

Bonds of Faith
1W
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 as long as it's a Human. Otherwise, it can't attack or block.

Note:
2011-09-22 - Once the enchanted creature has been declared as an attacking or blocking creature, causing it to stop being a Human won't remove it from combat. It will lose the +2/+2 bonus, however.

Bonds of Quicksilver
3U
Enchantment - Aura
Flash (You may cast this spell any time you could cast an instant.)

Enchant creature

Enchanted creature doesn't untap during its controller's untap step.

Note:
2011-01-01 - Bonds of Quicksilver may target and may enchant an untapped creature.

Bone Dancer
1BB
Creature - Zombie
(2/2)
Whenever Bone Dancer attacks and isn't blocked, you may put the top creature card of defending player's graveyard onto the battlefield under your control. If you do, Bone Dancer assigns no combat damage this turn.

Note:
2008-04-01 - The “top” card of your graveyard is the card that was put there most recently.
2008-04-01 - Players may not rearrange the cards in their graveyards. This is a little-known rule because new cards that care about graveyard order haven't been printed in years.
2008-04-01 - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
2008-04-01 - The last thing that happens to a resolving instant or sorcery spell is that it's put into its owner's graveyard. --Example: You cast Wrath of God. All creatures on the battlefield are destroyed. You arrange all the cards put into your graveyard this way in any order you want. The other players in the game do the same to the cards that are put into their graveyards. Then you put Wrath of God into your graveyard, on top of the other cards.
2008-04-01 - Say you're the owner of both a permanent and an Aura that's attached to it. If both the permanent and the Aura are destroyed at the same time (by Akroma's Vengeance, for example), you decide the order they're put into your graveyard. If just the enchanted permanent is destroyed, it's put into your graveyard first. Then, after state-based actions are checked, the Aura (which is no longer attached to anything) is put into your graveyard on top of it.
2013-04-15 - An ability that triggers when something "attacks and isn't blocked" triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.

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

Note:
2009-10-01 - The ability affects only creatures on the battlefield at the time it resolves. A creature that enters the battlefield later in the turn won't get -1/-0.

Bone Harvest
2B
Instant
Put any number of target creature cards from your graveyard on top of your library.

Draw a card at the beginning of the next turn's upkeep.

Note:
2004-10-04 - You have to show which creature cards you put on top of your library, but not the order you put them there.

Bone Mask
4
Artifact
{2}, {TAP}: The next time a source of your choice would deal damage to you this turn, prevent that damage. Exile cards from the top of your library equal to the damage prevented this way.

Note:
2004-10-04 - If you do not have enough cards in your library, the damage is still prevented and all the cards in your library are exiled.

Bone Saw
0
Artifact - Equipment
Equipped creature gets +1/+0.

Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

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

Bone Shredder
2B
Creature - Minion
(1/1)
Flying

Echo {2}{B} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Bone Shredder enters the battlefield, destroy target nonartifact, nonblack creature.

Bone Splinters
B
Sorcery
As an additional cost to cast Bone Splinters, sacrifice a creature.

Destroy target creature.

Note:
2008-10-01 - You could choose to target the creature you're going to sacrifice to pay for Bone Splinters. First you choose the target (at which time it's still on the battlefield), then you pay the costs (at which time you sacrifice it). The spell will be countered.
2013-04-15 - You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
2013-04-15 - Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.

Bone to Ash
2UU
Instant
Counter target creature spell.

Draw a card.

Note:
2011-01-22 - If the creature spell is an illegal target (because it's left the stack, for example) when Bone to Ash tries to resolve, Bone to Ash will be countered and none of its effects will happen. You won't draw a card.
2011-01-22 - A creature spell that can't be countered by spells and abilities is a legal target for Bone to Ash. The creature spell won't be countered when Bone to Ash resolves, but you'll still draw a card.

Bonebreaker Giant
4R
Creature - Giant
(4/4)


Bonehoard
4
Artifact - Equipment
Living weapon (When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this to it.)

Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.

Equip {2}

Note:
2011-06-01 - The value of X is calculated continuously as the number of creature cards in graveyards changes.
2011-06-01 - If there are no creature cards in any graveyard when Bonehoard's living weapon ability resolves, the Germ will be 0/0 and put into its owner's graveyard.
2011-06-01 - Although creature tokens go to the graveyard before ceasing to exist, they never count as creature cards and won't increase the bonus granted by Bonehoard, however briefly.
2011-06-01 - If lethal damage is dealt simultaneously to the equipped creature and another creature, both creatures are put into the graveyard at the same time. The equipped creature won't get an additional bonus from the other creature.

Boneknitter
1B
Creature - Zombie Cleric
(1/1)
{1}{B}: Regenerate target Zombie.

Morph {2}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2004-10-04 - It can regenerate itself.

Bonescythe Sliver
3W
Creature - Sliver
(2/2)
Sliver creatures you control have double strike. (They deal both first-strike and regular combat damage.)

Note:
2013-07-01 - If Bonescythe Sliver leaves the battlefield after other Sliver creatures you control have dealt first-strike damage but before regular combat damage, those Slivers won't deal regular combat damage (unless they still have double strike for some other reason).
2013-07-01 - If you change the creature type of a Sliver you control so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures you control.
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.

Boneshard Slasher
1B
Creature - Horror
(1/1)
Flying

Threshold - As long as seven or more cards are in your graveyard, Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it."

Bonesplitter
1
Artifact - Equipment
Equipped creature gets +2/+0.

Equip {1}

Bonesplitter Sliver
3R
Creature - Sliver
(2/2)
All Sliver creatures get +2/+0.

Note:
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

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

Note:
2007-05-01 - Triggers when any permanent is turned face up, not just a creature.

Boneyard Wurm
1G
Creature - Wurm
(*/*)
Boneyard Wurm's power and toughness are each equal to the number of creature cards in your graveyard.

Note:
2011-09-22 - The ability that defines Boneyard Wurm's power and toughness works in all zones, not just the battlefield. If Boneyard Wurm is in your graveyard, it will count itself.

Bonfire of the Damned
XXR
Sorcery
Bonfire of the Damned deals X damage to target player and each creature he or she controls.

Miracle {X}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Note:
2012-05-01 - Bonfire of the Damned targets only the player. Creatures with hexproof that player controls will be dealt damage by Bonfire of the Damned if it resolves.
2012-05-01 - If the player is an illegal target when Bonfire of the Damned tries to resolve, it will be countered and none of its effects will happen. No damage will be dealt to any creature or player.
2012-05-01 - Preventing some or all of the damage dealt to the player won't affect the amount of damage dealt to each creature that player controls. The same is true for any effect that increases or decreases the amount of damage dealt to the player.

Booby Trap
6
Artifact
As Booby Trap enters the battlefield, name a card other than a basic land card and choose an opponent.

The chosen player reveals each card he or she draws.

When the chosen player draws the named card, sacrifice Booby Trap. If you do, Booby Trap deals 10 damage to that player.

Note:
2004-10-04 - The "if you do" part is only done if you successfully sacrifice this card. In other words, it has to be on the battlefield when the trigger resolves or it does not deal damage.
2005-08-01 - The choice of which card to name is part of the resolution of the spell or ability which puts Booby Trap onto the battlefield.  It can't be countered.
2005-08-01 - If an effect causes the player to draw multiple cards, each card is revealed as it's drawn. If Booby Trap's ability triggers, it will go on the stack once the card-drawing effect has concluded.
2005-08-01 - If a single Booby Trap's ability triggers multiple times, then only the first ability to resolve causes Booby Trap to be sacrificed and damage to be dealt.
2005-08-01 - If Booby Trap's last ability is countered, Booby Trap remains on the battlefield (and no damage is dealt).

Book Burning
1R
Sorcery
Any player may have Book Burning deal 6 damage to him or her. If no one does, target player puts the top six cards of his or her library into his or her graveyard.

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

Note:
2004-10-04 - You can't spend yourself to below zero life. You can't spend life you don't have.

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

Boon of Erebos
B
Instant
Target creature gets +2/+0 until end of turn. Regenerate it. You lose 2 life.

Note:
2013-09-15 - The loss of life is part of the spell's effect. It's not an additional cost. If Boon of Erebos is countered, you won't lose life.

Boon Reflection
4W
Enchantment
If you would gain life, you gain twice that much life instead.

Note:
2008-05-01 - Boon Reflection doesn't cause you to gain life. Rather, it causes life-gaining effects to have you gain more life.
2008-05-01 - The effects of multiple Boon Reflections are cumulative. For example, if you have three Boon Reflections on the battlefield, you'll gain eight times the original amount of life.
2008-05-01 - If an effect says to set your life total to a certain number, and that number is higher than your current life total, that effect will cause you to gain life equal to the difference. Boon Reflection will double that number. For example, if you have 13 life and Blessed Wind causes your life total to become 20, your life total will actually become 27.
2008-05-01 - In a Two-Headed Giant game, only Boon Reflection's controller is affected by it. If that player's teammate gains life, Boon Reflection will have no effect, even when that life gain is applied to the shared team life total.

Boon Satyr
1GG
Enchantment Creature - Satyr
(4/2)
Flash

Bestow {3}{G}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Enchanted creature gets +4/+2.

Note:
2013-09-15 - You don't choose whether the spell is going to be an Aura spell or not until the spell is already on the stack. Abilities that affect when you can cast a spell, such as flash, will apply to the creature card in whatever zone you're casting it from. For example, an effect that said you can cast creature spells as though they have flash will allow you to cast a creature card with bestow as an Aura spell anytime you could cast an instant.
2013-09-15 - On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
2013-09-15 - Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
2013-09-15 - Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
2013-09-15 - If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
2013-09-15 - Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
2013-09-15 - An Aura that becomes a creature is no longer put into its owner's graveyard as a state-based action. Rather, it becomes unattached and remains on the battlefield as long as it's a creature. While it's a creature, it can't be attached to another permanent or player. An Aura that's not attached to a legal permanent or player as defined by its enchant ability and also isn't a creature will be put into its owner's graveyard as a state-based action.

Boonweaver Giant
6W
Creature - Giant Monk
(4/4)
When Boonweaver Giant enters the battlefield, you may search your graveyard, hand, and/or library for an Aura card and put it onto the battlefield attached to Boonweaver Giant. If you search your library this way, shuffle it.

Note:
2014-07-18 - The Aura card must be able to legally enchant Boonweaver Giant. For example, you can't put an Aura with enchant land onto the battlefield this way.
2014-07-18 - If Boonweaver Giant isn't on the battlefield when its ability resolves, you can't put any Aura onto the battlefield. You may still search the appropriate zones and shuffle your library, if applicable.

Booster Tutor
B
Instant
Open a sealed Magic booster pack, reveal the cards, and put one of those cards into your hand. (Remove that card from your deck before beginning a new game.)

Borborygmos
3RRGG
Legendary Creature - Cyclops
(6/7)
Trample

Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.

Note:
2006-02-01 - Borborygmos's ability won't save your creatures that were dealt lethal damage in combat. Those creatures will be sent to your graveyard before they would get a counter.

Borborygmos Enraged
4RRGG
Legendary Creature - Cyclops
(7/6)
Trample

Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.

Discard a land card: Borborygmos Enraged deals 3 damage to target creature or player.

Border Guard
2W
Creature - Human Soldier
(1/4)


Border Patrol
4W
Creature - Human Nomad
(1/6)
Vigilance

Borderland Behemoth
5RR
Creature - Giant Warrior
(4/4)
Trample

Borderland Behemoth gets +4/+4 for each other Giant you control.

Borderland Marauder
1R
Creature - Human Warrior
(1/2)
Whenever Borderland Marauder attacks, it gets +2/+0 until end of turn.

Borderland Minotaur
2RR
Creature - Minotaur Warrior
(4/3)


Borderland Ranger
2G
Creature - Human Scout
(2/2)
When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

Boreal Centaur
1G
Snow Creature - Centaur Warrior
(2/2)
Snow: Boreal Centaur gets +1/+1 until end of turn. Activate this ability only once each turn. (Snow can be paid with one mana from a snow permanent.)

Boreal Druid
G
Snow Creature - Elf Druid
(1/1)
{TAP}: Add {1} to your mana pool.

Boreal Griffin
3WW
Snow Creature - Griffin
(3/2)
Flying

Snow: Boreal Griffin gains first strike until end of turn. (Snow can be paid with one mana from a snow permanent.)

Boreal Shelf

Snow Land
Boreal Shelf enters the battlefield tapped.

{TAP}: Add {W} or {U} to your mana pool.

Boris Devilboon
3BR
Legendary Creature - Zombie Wizard
(2/2)
{2}{B}{R}, {TAP}: Put a 1/1 black and red Demon creature token named Minor Demon onto the battlefield.

Boros Battleshaper
5RW
Creature - Minotaur Soldier
(5/5)
At the beginning of each combat, up to one target creature attacks or blocks this combat if able and up to one target creature can't attack or block this combat.

Note:
2013-04-15 - You may choose zero targets for either or both instances of “up to one target creature.”
2013-04-15 - If you choose two targets for Boros Battleshaper's ability, and only one of those targets is legal when the ability tries to resolve, only the legal target will be affected. If all targets are illegal when the ability tries to resolve, it will be countered and none of its effects will happen.
2013-04-15 - The controller of each creature chooses which player or planeswalker it attacks or which attacking creature it blocks, as appropriate.
2013-04-15 - A creature forced to attack does so only if it's able to do so as attackers are declared. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having the creature attack, the creature's controller isn't forced to pay that cost, so it doesn't attack in that case either.
2013-04-15 - A creature forced to block does so only if it's able to do so as blockers are declared. If, at that time, the creature is tapped, is affected by a spell or ability that says it can't block, or no creatures are attacking its controller or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, its controller isn't forced to pay that cost, so it doesn't block in that case either.
2013-04-15 - If another player gains control of the creature chosen to attack or block if able after it attacks, that creature isn't forced to then block during that same combat.

Boros Charm
RW
Instant
Choose one -

Boros Charm deals 4 damage to target player.

Permanents you control gain indestructible until end of turn.

Target creature gains double strike until end of turn.

Note:
2013-07-01 - If you choose the second mode, permanents that come under your control later in the turn will not have indestructible.
2013-07-01 - Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.

Boros Cluestone
3
Artifact
{TAP}: Add {R} or {W} to your mana pool.

{R}{W}, {TAP}, Sacrifice Boros Cluestone: Draw a card.

Boros Elite
W
Creature - Human Soldier
(1/1)
Battalion - Whenever Boros Elite and at least two other creatures attack, Boros Elite gets +2/+2 until end of turn.

Note:
2013-04-15 - The three attacking creatures don't have to be attacking the same player or planeswalker.
2013-04-15 - Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
2013-04-15 - The effects of battalion abilities vary from card to card. Read each card carefully.

Boros Fury-Shield
2W
Instant
Prevent all combat damage that would be dealt by target attacking or blocking creature this turn. If {R} was spent to cast Boros Fury-Shield, it deals damage to that creature's controller equal to the creature's power.

Note:
2005-10-01 - If red mana was spent, Boros Fury-Shield, not the target creature, deals the damage to the creature's controller.

Boros Garrison

Land
Boros Garrison enters the battlefield tapped.

When Boros Garrison enters the battlefield, return a land you control to its owner's hand.

{TAP}: Add {R}{W} to your mana pool.

Note:
2013-04-15 - If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.

Boros Guildgate

Land - Gate
Boros Guildgate enters the battlefield tapped.

{TAP}: Add {R} or {W} to your mana pool.

Note:
2013-04-15 - The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
2013-04-15 - Gate is not a basic land type.

Boros Guildmage
(R|W)(R|W)
Creature - Human Wizard
(2/2)
{1}{R}: Target creature gains haste until end of turn.

{1}{W}: Target creature gains first strike until end of turn.

Boros Keyrune
3
Artifact
{TAP}: Add {R} or {W} to your mana pool.

{R}{W}: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn. (It deals both first-strike and regular combat damage.)

Note:
2013-04-15 - Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
2013-04-15 - Activating the ability that turns the Keyrune into a creature while it's already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.

Boros Mastiff
1W
Creature - Hound
(2/2)
Battalion - Whenever Boros Mastiff and at least two other creatures attack, Boros Mastiff gains lifelink until end of turn. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)

Note:
2013-04-15 - The three attacking creatures don't have to be attacking the same player or planeswalker.
2013-04-15 - Once a battalion ability has triggered, it doesn't matter how many creatures are still attacking when that ability resolves.
2013-04-15 - The effects of battalion abilities vary from card to card. Read each card carefully.

Boros Reckoner
(R|W)(R|W)(R|W)
Creature - Minotaur Wizard
(3/3)
Whenever Boros Reckoner is dealt damage, it deals that much damage to target creature or player.

({R|W}): Boros Reckoner gains first strike until end of turn.

Note:
2013-01-24 - Boros Reckoner's first ability will trigger even if it is dealt lethal damage. For example, if it blocks a 7/7 creature, its ability will trigger and Boros Reckoner will deal 7 damage to the target creature or player.
2013-01-24 - Damage dealt by Boros Reckoner due to its first ability isn't combat damage, even if it was combat damage that caused that ability to trigger.

Boros Recruit
(R|W)
Creature - Goblin Soldier
(1/1)
(({R|W}) can be paid with either {R} or {W}.)

First strike

Boros Signet
2
Artifact
{1}, {TAP}: Add {R}{W} to your mana pool.

Boros Swiftblade
RW
Creature - Human Soldier
(1/2)
Double strike

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

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

Boseiju, Who Shelters All

Legendary Land
Boseiju, Who Shelters All enters the battlefield tapped.

{TAP}, Pay 2 life: Add {1} to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.

Note:
2004-12-01 - The spell can't be countered if the mana produced by Boseiju is spent to cover any cost of the spell, even an additional cost such as a splice cost. This is true even if you pay an additional cost while casting a spell "without paying its mana cost."
2004-12-01 - Suppose mana produced by Boseiju is spent on a spell and an effect creates a copy of that spell. The copy can be countered, even though the original can't.

Bosh, Iron Golem
8
Legendary Artifact Creature - Golem
(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.

Bsium Strip
3
Artifact
{3}, {TAP}: Until end of turn, if the top card of your graveyard is an instant or sorcery card, you may cast that card. If a card cast this way would be put into a graveyard this turn, exile it instead.

Bosk Banneret
1G
Creature - Treefolk Shaman
(1/3)
Treefolk spells and Shaman spells you cast cost {1} less to cast.

Note:
2008-04-01 - A spell you cast that's both creature types costs {1} less to cast, not {2} less.
2008-04-01 - The effect reduces the total cost of the spell, regardless of whether you chose to pay additional or alternative costs. For example, if you cast a Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell to cost {1} less.

Bosom Buddy
3W
Creature - Elephant Townsfolk
(1/4)
Whenever you play a spell, you may gain life for each word in that spell's name.

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

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

Note:
2004-10-04 - The coin is flipped on resolution and not on declaration of the ability.

Bottled Cloister
4
Artifact
At the beginning of each opponent's upkeep, exile all cards from your hand face down.

At the beginning of your upkeep, return all cards you own exiled with Bottled Cloister to your hand, then draw a card.

Note:
2006-02-01 - Errata'd to make it clear that only the cards you own go into your hand, so if you somehow gain control of the Cloister, your opponent's cards won't go to your hand.

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

Note:
2004-10-04 - The ability is controlled by the player who controls Bottomless Pit. This means that Bottomless Pit can trigger abilities which trigger off an opponent forcing you to discard.

Bottomless Vault

Land
Bottomless Vault enters the battlefield tapped.

You may choose not to untap Bottomless Vault during your untap step.

At the beginning of your upkeep, if Bottomless Vault is tapped, put a storage counter on it.

{TAP}, Remove any number of storage counters from Bottomless Vault: Add {B} to your mana pool for each storage counter removed this way.

Note:
2004-10-04 - It is considered "tapped for mana" if you activate its mana ability, even if you choose to take zero mana from it.
2004-10-04 - This enters the battlefield tapped even if a continuous effect immediately changes it to something else.
2004-10-04 - If the land is tapped by some external effect, no counters are removed from it.
2004-10-04 - Counters are not lost if the land is changed to another land type. They wait around for the land to change back.
2004-10-04 - Whether or not it is tapped is checked at the beginning of upkeep. If it is not tapped, the ability does not trigger. It also checks during resolution and you only get a counter if it is still tapped then.

Boulderfall
6RR
Instant
Boulderfall deals 5 damage divided as you choose among any number of target creatures and/or players.

Note:
2013-09-15 - The number of targets chosen for Boulderfall must be at least one and at most five. You divide the damage as you cast the spell, not as it resolves. Each target must be assigned at least 1 damage.
2013-09-15 - If some but not all of Boulderfall's targets become illegal, you can't change the division of damage. Damage that would have been dealt to illegal targets simply isn't dealt.
2013-09-15 - You can't deal damage to both a player and a planeswalker that player controls using Boulderfall. You also can't deal damage to more than one planeswalker controlled by the same player. If you choose to redirect the damage being dealt to a player to a planeswalker, you must redirect all the damage to a single planeswalker.
2013-09-15 - If an effect creates a copy of Boulderfall, the division of damage and number of targets can't be changed. The effect that creates the copy may allow you to change targets, however.

Bouncing Beebles
2U
Creature - Beeble
(2/2)
Bouncing Beebles can't be blocked as long as defending player controls an artifact.

Bound in Silence
2W
Tribal Enchantment - Rebel Aura
Enchant creature

Enchanted creature can't attack or block.

Note:
2007-05-01 - If you put Bound in Silence onto the battlefield without casting it, perhaps using the "recruiting" ability of a card like Amrou Scout, it will enter attached to a creature. You choose that creature as you're putting it onto the battlefield. If there's no creature on the battlefield it can be attached to, it stays in whatever zone it was in.
2007-05-01 - Bound in Silence isn't a creature and isn't affected by any effect that affects creatures or Rebel creatures.

Boundless Realms
6G
Sorcery
Search your library for up to X basic land cards, where X is the number of lands you control, and put them onto the battlefield tapped. Then shuffle your library.

Note:
2012-07-01 - The number of basic land cards you put onto the battlefield is equal to the number of lands you control when Boundless Realms begins resolving.

Bounteous Kirin
5GG
Legendary Creature - Kirin Spirit
(4/4)
Flying

Whenever you cast a Spirit or Arcane spell, you may gain life equal to that spell's converted mana cost.

Note:
2005-06-01 - If the Spirit or Arcane spell has {X} in the mana cost, then you use the value of {X} on the stack.  For example, Shining Shoal costs {X}{W}{W}. If you choose X = 2, then Shining Shoal's converted mana cost is 4. Shining Shoal also has an ability that says "You may exile a white card with converted mana cost X from your hand rather than pay Shining Shoal's mana cost"; if you choose to pay the alternative cost and exile a card with converted mana cost 2, then X is 2 while Shining Shoal is on the stack and its converted mana cost is 4.

Bountiful Harvest
4G
Sorcery
You gain 1 life for each land you control.

Bounty Hunter
2BB
Creature - Human Archer Minion
(2/2)
{TAP}: Put a bounty counter on target nonblack creature.

{TAP}: Destroy target creature with a bounty counter on it.

Bounty of the Hunt
3GG
Instant
You may exile a green card from your hand rather than pay Bounty of the Hunt's mana cost.

Distribute three +1/+1 counters among one, two, or three target creatures. For each +1/+1 counter you put on a creature this way, remove a +1/+1 counter from that creature at the beginning of the next cleanup step.

Bow of Nylea
1GG
Legendary Enchantment Artifact
Attacking creatures you control have deathtouch.

{1}{G}, {TAP}: Choose one -

Put a +1/+1 counter on target creature.

Bow of Nylea deals 2 damage to target creature with flying.

You gain 3 life.

Put up to four target cards from your graveyard on the bottom of your library in any order.

Note:
2013-09-15 - You choose which mode you're using as you activate the ability.

Bower Passage
1G
Enchantment
Creatures with flying can't block creatures you control.

Note:
2012-05-01 - Bower Passage won't affect a blocking creature that gains flying after blockers are declared.
2012-05-01 - Creatures with reach can still block creatures you control.

Brace for Impact
4W
Instant
Prevent all damage that would be dealt to target multicolored creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.

Brackwater Elemental
2U
Creature - Elemental
(4/4)
When Brackwater Elemental attacks or blocks, sacrifice it at the beginning of the next end step.

Unearth {2}{U} ({2}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Brago's Representative
2W
Creature - Human Advisor
(1/4)
While voting, you get an additional vote. (The votes can be for different choices or for the same choice.)

Note:
2014-05-29 - The ability is cumulative. For example, if you control two Brago's Representatives, you'll vote three times per vote.
2014-05-29 - You make all your votes at the same time. Players who vote after you will know all of your votes when making their own.
2014-05-29 - The ability only affects spells and abilities that use the word “vote.” Other cards that involve choices, such as Archangel of Strife, are unaffected.

Brago, King Eternal
2WU
Legendary Creature - Spirit
(2/4)
Flying

Whenever Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.

Note:
2014-05-29 - The ability exiles and returns all the targets during the combat damage step, after combat damage is dealt. You can't target any creature that didn't survive combat.
2014-05-29 - You may exile Brago using its own ability.
2014-05-29 - If you exile an Aura this way, the player who will control it when it enters the battlefield chooses what it will enchant at that time. That player may choose any player or permanent that Aura could enchant. However, the Aura can't enter the battlefield enchanting a permanent that enters the battlefield at the same time.

Braid of Fire
1R
Enchantment
Cumulative upkeep-Add {R} to your mana pool. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Note:
2009-10-01 - Braid of Fire is a very unusual card. "Add {R} to your mana pool" is a cost. This enchantment does nothing but add increasing amounts of mana to your mana pool during your upkeep.
2009-10-01 - Any of this mana that isn't spent during your upkeep step will be removed before your draw step begins. You cannot save it to be spent on the card you will draw this turn.

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

Braids, Conjurer Adept
2UU
Legendary Creature - Human Wizard
(2/2)
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand onto the battlefield.

Braidwood Cup
3
Artifact
{TAP}: You gain 1 life.

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

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Brain Freeze
1U
Instant
Target player puts the top three cards of his or her library into his or her graveyard.

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Note:
2013-06-07 - The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
2013-06-07 - Spells cast from zones other than a player's hand and spells that were countered are counted by the storm ability.
2013-06-07 - A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
2013-06-07 - The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
2013-06-07 - You may choose new targets for any of the copies. You can choose differently for each copy.

Brain Gorgers
3B
Creature - Zombie
(4/2)
When you cast Brain Gorgers, any player may sacrifice a creature. If a player does, counter Brain Gorgers.

Madness {1}{B} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

Note:
2007-02-01 - When this spell is cast, its "when you cast" ability triggers and goes on the stack on top of it.
2007-02-01 - As the triggered ability resolves, the active player gets the option to perform the action. If that player declines, the next player in turn order gets the option. As soon as any player performs the action, the spell is countered, but the remaining players still get the option. If all players decline, the spell remains on the stack.
2013-07-01 - A player can't choose to sacrifice a creature unless he or she actually controls a creature that can be sacrificed. For example, if the action were "discard three cards," a player with two or fewer cards in hand couldn't take the option to counter the spell.

Brain Maggot
1B
Enchantment Creature - Insect
(1/1)
When Brain Maggot enters the battlefield, target opponent reveals his or her hand and you choose a nonland card from it. Exile that card until Brain Maggot leaves the battlefield.

Note:
2014-04-26 - Brain Maggot's ability causes a zone change with a duration, a new style of ability that's somewhat reminiscent of older cards like Tidehollow Sculler. However, unlike Tidehollow Sculler, Brain Maggot has a single ability that creates two one-shot effects: one that exiles the nonland card when the ability resolves, and another that returns the exiled card to its owner's hand immediately after Brain Maggot leaves the battlefield.
2014-04-26 - If Brain Maggot leaves the battlefield before its enters-the-battlefield ability resolves, the opponent will reveal his or her hand, but no card will be exiled.
2014-04-26 - The exiled card returns to its owner's hand immediately after Brain Maggot leaves the battlefield. Nothing happens between the two events, including state-based actions.
2014-04-26 - In a multiplayer game, if Brain Maggot's owner leaves the game, the exiled card will return to its owner's hand. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.

Brain Pry
1B
Sorcery
Name a nonland card. Target player reveals his or her hand. That player discards a card with that name. If he or she can't, you draw a card.

Note:
2006-05-01 - You name the card during Brain Pry's resolution, then the player reveals his or her hand and discards if appropriate. There is no way for the player to do anything between you naming the card and the player discarding.
2014-02-01 - If you target yourself with this spell, you must reveal your entire hand to the other players just as any other player would.

Brain Weevil
3B
Creature - Insect
(1/1)
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Sacrifice Brain Weevil: Target player discards two cards. Activate this ability only any time you could cast a sorcery.

Note:
2013-04-15 - If you cast this as normal during your main phase, it will enter the battlefield and you'll receive priority. If no abilities trigger because of this, you can activate its ability immediately, before any other player has a chance to remove it from the battlefield.

Brainbite
2UB
Sorcery
Target opponent reveals his or her hand. You choose a card from it. That player discards that card.

Draw a card.

Note:
2009-05-01 - You may target an opponent who has no cards in hand.
2009-05-01 - When Brainbite resolves, you'll draw a card even if the targeted opponent has no cards in hand.

Braingeyser
XUU
Sorcery
Target player draws X cards.

Brainspoil
3BB
Sorcery
Destroy target creature that isn't enchanted. It can't be regenerated.

Transmute {1}{B}{B} ({1}{B}{B}, Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)

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

Note:
2004-10-04 - This is all one effect. You draw 3 and return 2 cards all in one resolution. Nothing may happen between the two. If something triggers on drawing cards, it will go on the stack after Brainstorm finishes resolving.

Brainwash
W
Enchantment - Aura
Enchant creature

Enchanted creature can't attack unless its controller pays {3}.

Note:
2004-10-04 - This ability is paid for during the declare attackers step of the combat phase.
2004-10-04 - If there are multiple combat phases during the turn, the attack cost must be paid each time if you want to attack with the creature.
2004-10-04 - Paying this cost is not an instant or any other kind of ability, it is an additional cost on the declaration of the attacker.

Bramble Creeper
4G
Creature - Elemental
(0/3)
Whenever Bramble Creeper attacks, it gets +5/+0 until end of turn.

Bramble Elemental
3GG
Creature - Elemental
(4/4)
Whenever an Aura becomes attached to Bramble Elemental, put two 1/1 green Saproling creature tokens onto the battlefield.

Bramblecrush
2GG
Sorcery
Destroy target noncreature permanent.

Bramblesnap
1G
Creature - Elemental
(1/1)
Trample

Tap an untapped creature you control: Bramblesnap gets +1/+1 until end of turn.

Note:
2010-06-15 - Since Bramblesnap's activated ability doesn't have a tap symbol in its cost, you can tap a creature (including Bramblesnap itself) that hasn't been under your control since your most recent turn began to pay the cost.

Bramblewood Paragon
1G
Creature - Elf Warrior
(2/2)
Each other Warrior creature you control enters the battlefield with an additional +1/+1 counter on it.

Each creature you control with a +1/+1 counter on it has trample.

Note:
2008-04-01 - If a Warrior would normally enter the battlefield with a certain number of +1/+1 counters on it, it enters the battlefield with that many +1/+1 counters plus one on it instead. If a Warrior would normally enter the battlefield with no +1/+1 counters on it, it enters the battlefield with one +1/+1 counter on it instead.
2008-04-01 - The creature gets the counter if it would enter the battlefield under your control. It doesn't matter who owns the creature or what zone it enters the battlefield from (such as your opponent's graveyard, for example).
2008-04-01 - The creature gets the counter if its copiable characteristics as it would exist on the battlefield include the specified creature type. For example, say you control Conspiracy, and the chosen creature type is Warrior. If you put a creature onto the battlefield that isn't normally a Warrior, it won't get a counter from Bramblewood Paragon.
2008-04-01 - The effects from more than one Bramblewood Paragon are cumulative. That is, if you have more than one Bramblewood Paragon on the battlefield, Warrior creatures you control enter the battlefield with that many additional +1/+1 counters on them.
2008-04-01 - If Bramblewood Paragon enters the battlefield at the same time as another Warrior (due to Living End, for example), that creature doesn't get a +1/+1 counter.

Branching Bolt
1RG
Instant
Choose one or both -

Branching Bolt deals 3 damage to target creature with flying.

Branching Bolt deals 3 damage to target creature without flying.

Note:
2008-10-01 - You may choose just the first mode (targeting a creature with flying), just the second mode (targeting a creature without flying), or both modes (targeting a creature with flying and a creature without flying). You can't choose a mode unless there's a legal target for it.

Branchsnap Lorian
1GG
Creature - Beast
(4/1)
Trample

Morph {G} (You may cast this card 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 lasts indefinitely.)

Cycling {2} ({2}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
2009-10-01 - A token's owner is the player under whose control it entered the battlefield.

Brand of Ill Omen
3R
Enchantment - Aura
Enchant creature

Cumulative upkeep {R} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Enchanted creature's controller can't cast creature spells.

Note:
2008-04-01 - A "creature spell" is any spell with the type Creature, even if it has other types such as Artifact or Enchantment. Older cards of type Summon are also Creature spells.

Branded Brawlers
R
Creature - Human Soldier
(2/2)
Branded Brawlers can't attack if defending player controls an untapped land.

Branded Brawlers can't block if you control an untapped land.

Brass Gnat
1
Artifact Creature - Insect
(1/1)
Flying

Brass Gnat doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Gnat.

Brass Herald
6
Artifact Creature - Golem
(2/2)
As Brass Herald enters the battlefield, choose a creature type.

When Brass Herald enters the battlefield, 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.

Note:
2004-10-04 - You must choose a creature type that already exists in Magic.

Brass Man
1
Artifact Creature - Construct
(1/3)
Brass Man doesn't untap during your untap step.

At the beginning of your upkeep, you may pay {1}. If you do, untap Brass Man.

Note:
2006-05-01 - Reworded so that it triggers only once at beginning of upkeep, instead of being an activated ability usable any time during your upkeep.  You can no longer make infinite combos with this ability.

Brass Secretary
3
Artifact Creature - Construct
(2/1)
{2}, Sacrifice Brass Secretary: Draw a card.

Brass Squire
3
Artifact Creature - Myr
(1/3)
{TAP}: Attach target Equipment you control to target creature you control.

Note:
2011-06-01 - If one of the targets is illegal when the activated ability resolves, nothing will happen and the Equipment won't move. Notably, if an opponent gains control of either target in response, the Equipment won't move.
2011-06-01 - Unlike the equip ability, Brass Squire's ability can be activated whenever you could cast an instant.

Brass-Talon Chimera
4
Artifact Creature - Chimera
(2/2)
First strike

Sacrifice Brass-Talon Chimera: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect lasts indefinitely.)

Brassclaw Orcs
2R
Creature - Orc
(3/2)
Brassclaw Orcs can't block creatures with power 2 or greater.

Bravado
1R
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 for each other creature you control.

Note:
2004-10-04 - The bonus is continuously calculated.

Brave the Elements
W
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn. (They can't be blocked, targeted, dealt damage, or enchanted by anything of that color.)

Note:
2009-10-01 - You choose a color as Brave the Elements resolves. Once the color is chosen, it's too late for players to respond.
2009-10-01 - Only white creatures you control at the time Brave the Elements resolves gain the protection ability. Creatures that come under your control later in the turn, or that turn white later in the turn, won't have it.

Brave the Sands
1W
Enchantment
Creatures you control have vigilance.

Each creature you control can block an additional creature.

Note:
2014-09-20 - The last ability is cumulative. If you control an additional Brave the Sands, your creatures will each be able to block three creatures, and so on.

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

Brawler's Plate
3
Artifact - Equipment
Equipped creature gets +2/+2 and has trample. (If it would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Brawn
3G
Creature - Incarnation
(3/3)
Trample

As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.

Breach
2B
Instant
Target creature gets +2/+0 and gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)

Breaching Hippocamp
3U
Creature - Horse Fish
(3/2)
Flash (You may cast this spell any time you could cast an instant.)

When Breaching Hippocamp enters the battlefield, untap another target creature you control.

Break Asunder
2GG
Sorcery
Destroy target artifact or enchantment.

Cycling {2} ({2}, Discard this card: Draw a card.)

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.

Break of Day
1W
Instant
Creatures you control get +1/+1 until end of turn.

Fateful hour - If you have 5 or less life, those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Note:
2013-07-01 - Because Break of Day affects only creatures you control when it resolves. It won't affect creatures that come under your control later in the turn.
2013-07-01 - Break of Day checks your life total only at the time it resolves. Any creatures that gain indestructible will continue to be indestructible that turn even if you gain life.

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

Note:
2004-10-04 - The player does not have to pay the Morph cost (if any) of the creature.

Breaking Point
1RR
Sorcery
Any player may have Breaking Point deal 6 damage to him or her. If no one does, destroy all creatures. Creatures destroyed this way can't be regenerated.

Breaking Wave
2UU
Sorcery
You may cast Breaking Wave any time you could cast an instant if you pay {2} more to cast it.

Simultaneously untap all tapped creatures and tap all untapped creatures.

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

Breath of Darigaaz
1R
Sorcery
Kicker {2} (You may pay an additional {2} as you cast this spell.)

Breath of Darigaaz deals 1 damage to each creature without flying and each player. If Breath of Darigaaz was kicked, it deals 4 damage to each creature without flying and each player instead.

Breath of Dreams
2UU
Enchantment
Cumulative upkeep {U} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

Green creatures have "Cumulative upkeep {1}."

Note:
2013-04-15 - If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.

Breath of Fury
2RR
Enchantment - Aura
Enchant creature you control

When enchanted creature deals combat damage to a player, sacrifice it and attach Breath of Fury to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.

Note:
2005-10-01 - If there isn't a legal creature to attach Breath of Fury to after the enchanted creature is sacrificed, you don't untap your creatures or get an additional combat phase, and Breath of Fury is put into its owner's graveyard as a state-based action.

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

Breath of Malfegor
3BR
Instant
Breath of Malfegor deals 5 damage to each opponent.

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

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

Bred for the Hunt
1GU
Enchantment
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.

Note:
2013-04-15 - A creature that deals combat damage to a player must have a +1/+1 counter on it at the time damage is dealt in order for Bred for the Hunt's ability to trigger.

Breeding Pit
3B
Enchantment
At the beginning of your upkeep, sacrifice Breeding Pit unless you pay {B}{B}.

At the beginning of your end step, put a 0/1 black Thrull creature token onto the battlefield.

Note:
2004-10-04 - Breeding Pit must actually be on the battlefield at the beginning of the endstep in order for you to get a Thrull. The getting of the Thrull is not part of paying the upkeep, it is part of having the card on the battlefield.

Breeding Pool

Land - Forest Island
({TAP}: Add {G} or {U} to your mana pool.)

As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, Breeding Pool enters the battlefield tapped.

Note:
2005-10-01 - Has basic land types, but isn't a basic land.  Things that affect basic lands don't affect it.  For example, you can't find it with Civic Wayfinder.
2005-10-01 - If another effect (such as Loxodon Gatekeeper's ability) tells you to put lands onto the battlefield tapped, it enters the battlefield tapped whether you pay 2 life or not.
2005-10-01 - If multiple permanents with "as enters the battlefield" effects are entering the battlefield at the same time, process those effects one at a time, then put the permanents onto the battlefield all at once. For example, if you're at 3 life and an effect puts two of these onto the battlefield, you can pay 2 life for only one of them, not both.

Breezekeeper
3U
Creature - Djinn
(4/4)
Flying

Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)

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

Briar Shield
G
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

Sacrifice Briar Shield: Enchanted creature gets +3/+3 until end of turn.

Note:
2008-04-01 - When you cast Briar Shield's activated ability, Briar Shield is put into the graveyard as a cost. The +1/+1 effect immediately ends, but the +3/+3 effect won't begin until the ability resolves. The enchanted creature gets no bonus while Briar Shield's ability is on the stack. If its toughness is 0 during this time, it'll be put into the graveyard.

Briarberry Cohort
1U
Creature - Faerie Soldier
(1/1)
Flying

Briarberry Cohort gets +1/+1 as long as you control another blue creature.

Briarhorn
3G
Creature - Elemental
(3/3)
Flash

When Briarhorn enters the battlefield, target creature gets +3/+3 until end of turn.

Evoke {1}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

Note:
2013-04-15 - If you cast this card for its evoke cost, you may put the sacrifice trigger and the regular enters-the-battlefield trigger on the stack in either order. The one put on the stack last will resolve first.

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

Briarpack Alpha
3G
Creature - Wolf
(3/3)
Flash (You may cast this spell any time you could cast an instant.)

When Briarpack Alpha enters the battlefield, target creature gets +2/+2 until end of turn.

Briber's Purse
X
Artifact
Briber's Purse enters the battlefield with X gem counters on it.

{1}, {TAP}, Remove a gem counter from Briber's Purse: Target creature can't attack or block this turn.

Note:
2014-09-20 - Activating the ability targeting a creature that's already attacking or blocking won't remove it from combat or affect that attack or block.
2014-09-20 - If Briber's Purse has no gem counters on it, it remains on the battlefield, although you can't activate its last ability.

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

Note:
2004-10-04 - You put the creature onto the battlefield, so you control it and any "enters the battlefield" abilities it has.
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Bridge from Below
BBB
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, if Bridge from Below is in your graveyard, put a 2/2 black Zombie creature token onto the battlefield.

When a creature is put into an opponent's graveyard from the battlefield, if Bridge from Below is in your graveyard, exile Bridge from Below.

Note:
2007-05-01 - While Bridge from Below is on the battlefield, it has no effect. It does something only if it's in a graveyard.
2007-05-01 - Neither ability cares who controlled the creature (or nontoken creature), only which graveyard it was put into.

Brightflame
XRRWW
Sorcery
Radiance - Brightflame deals X damage to target creature and each other creature that shares a color with it. You gain life equal to the damage dealt this way.

Note:
2005-10-01 - You gain life equal to the total damage dealt by Brightflame to all creatures. You don't gain life for any damage that was prevented.
2005-10-01 - All creatures that share a color are affected, even your own.
2005-10-01 - A creature "shares a color" with any creature that is at least one of its colors. For example, a green-white creature shares a color with creatures that are green, white, green-white, red-white, black-green, and so on.
2005-10-01 - If it targets a colorless creature, it doesn't affect any other creatures. A colorless creature shares a color with nothing, not even other colorless creatures.
2005-10-01 - You check which creatures share a color with the target when the spell resolves.
2005-10-01 - Only one creature is targeted. If that creature leaves the battlefield or otherwise becomes an illegal target, the entire spell is countered. No other creatures are affected.

Brighthearth Banneret
1R
Creature - Elemental Warrior
(1/1)
Elemental spells and Warrior spells you cast cost {1} less to cast.

Reinforce 1-{1}{R} ({1}{R}, Discard this card: Put a +1/+1 counter on target creature.)

Note:
2008-04-01 - A spell you cast that's both creature types costs {1} less to cast, not {2} less.
2008-04-01 - The effect reduces the total cost of the spell, regardless of whether you chose to pay additional or alternative costs. For example, if you cast a Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell to cost {1} less.
2008-04-01 - When you cast an Elemental spell by paying its evoke cost, this effect reduces the cost to cast that spell by {1}.

Brightstone Ritual
R
Instant
Add {R} to your mana pool for each Goblin on the battlefield.

Brigid, Hero of Kinsbaile
2WW
Legendary Creature - Kithkin Archer
(2/3)
First strike

{TAP}: Brigid, Hero of Kinsbaile deals 2 damage to each attacking or blocking creature target player controls.

Brilliant Halo
1W
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+2.

When Brilliant Halo is put into a graveyard from the battlefield, return Brilliant Halo to its owner's hand.

Brilliant Plan
4U
Sorcery
Draw three cards.

Brilliant Ultimatum
WWUUUBB
Sorcery
Exile the top five cards of your library. An opponent separates those cards into two piles. You may play any number of cards from one of those piles without paying their mana costs.

Note:
2008-10-01 - The cards are exiled face up.
2008-10-01 - One of the piles may have zero cards in it if the opponent wishes.
2008-10-01 - You play cards from the chosen pile as part of the resolution of Brilliant Ultimatum. You may play them in any order. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other play restrictions are not (such as "Cast [this card] only during combat"). You play all of the cards you like, putting land onto the battlefield and spells on the stack, then Brilliant Ultimatum finishes resolving and is put into your graveyard. The spells you cast this way will then resolve as normal, one at a time, in the opposite order that they were put on the stack.
2008-10-01 - You can play a land card from the chosen pile only if it's your turn (which it probably is, since Brilliant Ultimatum is a sorcery) and you haven't yet played a land this turn. That means that if there are two lands in the chosen pile, you'll be able to play a maximum of one of them.
2008-10-01 - If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs, such as conspire costs and kicker costs.
2008-10-01 - The cards in the pile that wasn't chosen remain exiled. Likewise, any cards in the chosen pile that you can't play or you choose not to play remain exiled.

Brimaz, King of Oreskos
1WW
Legendary Creature - Cat Soldier
(3/4)
Vigilance

Whenever Brimaz, King of Oreskos attacks, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield attacking.

Whenever Brimaz blocks a creature, put a 1/1 white Cat Soldier creature token with vigilance onto the battlefield blocking that creature.

Note:
2014-02-01 - For the first triggered ability, you declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Brimaz is attacking.
2014-02-01 - If Brimaz somehow blocks two or more creatures (note it can't naturally do this), its last ability will trigger that many times.
2014-02-01 - Although the tokens enter the battlefield attacking or blocking, they were never declared as attacking or blocking creatures. Abilities that trigger whenever a creature attacks or blocks won't trigger.

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

Brimstone Mage
2R
Creature - Human Shaman
(2/2)
Level up {3}{R} ({3}{R}: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-2

2/3

{TAP}: Brimstone Mage deals 1 damage to target creature or player.

LEVEL 3+

2/4

{TAP}: Brimstone Mage deals 3 damage to target creature or player.

Note:
2010-06-15 - The abilities a leveler grants to itself don't overwrite any other abilities it may have. In particular, they don't overwrite the creature's level up ability; it always has that.
2010-06-15 - Effects that set a leveler's power or toughness to a specific value, including the effects from a level symbol's ability, apply in timestamp order. The timestamp of each level symbol's ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
2010-06-15 - Effects that modify a leveler's power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
2010-06-15 - If another creature becomes a copy of a leveler, all of the leveler's printed abilities -- including those represented by level symbols -- are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
2010-06-15 - A creature's level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.

Brimstone Volley
2R
Instant
Brimstone Volley deals 3 damage to target creature or player.

Morbid - Brimstone Volley deals 5 damage to that creature or player instead if a creature died this turn.

Brindle Boar
2G
Creature - Boar
(2/2)
Sacrifice Brindle Boar: You gain 4 life.

Note:
2010-08-15 - If you sacrifice an attacking or blocking Brindle Boar during the declare blockers step, it won't deal combat damage. If you wait until the combat damage step, but Brindle Boar is dealt lethal damage, it'll be destroyed before you get a chance to sacrifice it.

Brindle Shoat
1G
Creature - Boar
(1/1)
When Brindle Shoat dies, put a 3/3 green Boar creature token onto the battlefield.

Brine Elemental
4UU
Creature - Elemental
(5/4)
Morph {5}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

When Brine Elemental is turned face up, each opponent skips his or her next untap step.

Note:
2006-09-25 - Skipping the "next" step is cumulative. If a player turns two Brine Elementals face up on the same turn, that player's opponents will each skip their next two untap steps.

Brine Hag
2UU
Creature - Hag
(2/2)
When Brine Hag dies, change the base power and toughness of all creatures that dealt damage to it this turn to 0/2. (This effect lasts indefinitely.)

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

Note:
2004-10-04 - You can reveal zero cards, and the controller of the spell can pay {0} to stop this or not pay {0} and let it be countered.

Brine Shaman
1B
Creature - Human Cleric Shaman
(1/1)
{TAP}, Sacrifice a creature: Target creature gets +2/+2 until end of turn.

{1}{U}{U}, Sacrifice a creature: Counter target creature spell.

Note:
2008-04-01 - A "creature spell" is any spell with the type Creature, even if it has other types such as Artifact or Enchantment. Older cards of type Summon are also Creature spells.

Bring Low
3R
Instant
Bring Low deals 3 damage to target creature. If that creature has a +1/+1 counter on it, Bring Low deals 5 damage to it instead.

Bringer of the Black Dawn
7BB
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
7UU
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
7GG
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 onto the battlefield.

Bringer of the Red Dawn
7RR
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
7WW
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 the battlefield.

Brink of Disaster
2BB
Enchantment - Aura
Enchant creature or land

When enchanted permanent becomes tapped, destroy it.

Note:
2010-03-01 - Brink of Disaster may target and may enchant a permanent that's already tapped. It won't do anything until the enchanted permanent changes from being untapped to being tapped.
2010-03-01 - When the enchanted permanent becomes tapped, Brink of Disaster's ability triggers. That permanent will be destroyed when the ability resolves, even if Brink of Disaster has left the battlefield or is somehow enchanting a different permanent by then.
2010-03-01 - If the enchanted permanent is tapped as a cost to activate a mana ability, the mana ability resolves immediately, then Brink of Disaster's ability goes on the stack.
2010-03-01 - If the enchanted permanent is tapped as a cost to activate an ability that's not a mana ability, Brink of Disaster's ability will go on the stack on top of that activated ability. Brink of Disaster's ability resolves first (destroying that permanent), then the permanent's activated ability resolves.

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

Note:
2010-06-15 - The ability only triggers if you have no cards in your hand as your upkeep step begins.
2010-06-15 - You must sacrifice Brink of Madness if possible, but the opponent discards his or her hand even if you can't sacrifice it for some reason (for example, if it were returned to its owner's hand before the ability resolved).

Brion Stoutarm
2RW
Legendary Creature - Giant Warrior
(4/4)
Lifelink

{R}, {TAP}, Sacrifice a creature other than Brion Stoutarm: Brion Stoutarm deals damage equal to the sacrificed creature's power to target player.

Brittle Effigy
1
Artifact
{4}, {TAP}, Exile Brittle Effigy: Exile target creature.

Note:
2010-08-15 - Brittle Effigy is exiled as a cost to activate its ability, not as part of its effect. If the targeted creature is an illegal target by the time the ability would resolve, the ability is countered, but Brittle Effigy remains exiled.

Broken Ambitions
XU
Instant
Counter target spell unless its controller pays {X}. Clash with an opponent. If you win, that spell's controller puts the top four cards of his or her library into his or her graveyard. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Note:
2007-10-01 - The opponent you clash with doesn't have to be the controller of the targeted spell.
2007-10-01 - The clash (and the result of the clash if you win) happens regardless of whether the targeted spell was countered or {X} was paid.

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

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

Broken Visage
4B
Instant
Destroy target nonartifact attacking creature. It can't be regenerated. Put a black Spirit creature token with that creature's power and toughness onto the battlefield. Sacrifice the token at the beginning of the next end step.

Note:
2004-10-04 - The token creature enters the battlefield under your control regardless of who controlled the targeted creature.
2008-10-01 - The Spirit token has the power and toughness of the attacking creature as it last existed on the battlefield.

Brontotherium
4GG
Creature - Beast
(5/3)
Trample

Provoke (When this attacks, you may have target creature defending player controls untap and block it if able.)

Bronze Bombshell
4
Artifact Creature - Construct
(4/1)
When a player other than Bronze Bombshell's owner controls it, that player sacrifices it. If the player does, Bronze Bombshell deals 7 damage to him or her.

Note:
2006-05-01 - This ability is a state trigger. Once it triggers, it won't trigger again while the ability is on the stack. If the triggered ability leaves the stack and the creature is still on the battlefield under the control of a player other than its owner, the ability will immediately trigger again.
2006-05-01 - Bronze Bombshell deals 7 damage only if it was sacrificed as a result of its ability. If it leaves the battlefield or changes controllers before the ability resolves, it can't be sacrificed and won't deal damage.

Bronze Calendar
4
Artifact
Your spells cost o1 less to play as long as you speak in a voice other than your normal voice.

If you speak in your normal voice, sacrifice Bronze Calendar.

Bronze Horse
7
Artifact Creature - Horse
(4/4)
Trample

As long as you control another creature, prevent all damage that would be dealt to Bronze Horse by spells that target it.

Bronze Sable
2
Artifact Creature - Sable
(2/1)


Bronze Tablet
6
Artifact
Remove Bronze Tablet from your deck before playing if you're not playing for ante.

Bronze Tablet enters the battlefield tapped.

{4}, {TAP}: Exile Bronze Tablet and target nontoken permanent an opponent owns. That player may pay 10 life. If he or she does, put Bronze Tablet into its owner's graveyard. Otherwise, that player owns Bronze Tablet and you own the other exiled card.

Note:
2004-10-04 - If using a copy of the Tablet, you must trade the copy card to your opponent just like you would have traded the Tablet.
2004-10-04 - You can't choose to pay 10 life if you have less than 10 life, but you may choose to give up the game immediately. This has roughly the same effect.
2004-10-04 - You can take control of your opponent's Tablet and in the trade you only have to give them back their Tablet.
2004-10-04 - If the card being targeted by the Bronze Tablet is removed before Tablet takes effect, then the Tablet ability is countered and it remains tapped.
2008-08-01 - If the tablet is not still on the battlefield when the ability resolves, it is not exiled. The other player still has the choice to pay 10 life, and you still become the owner of their card if they choose not to do so.

Bronzebeak Moa
2GW
Creature - Bird
(2/2)
Whenever another creature enters the battlefield under your control, Bronzebeak Moa gets +3/+3 until end of turn.

Brood Birthing
1R
Sorcery
If you control an Eldrazi Spawn, put three 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. They have "Sacrifice this creature: Add {1} to your mana pool." Otherwise, put one of those tokens onto the battlefield.

Note:
2010-06-15 - Whether you control an Eldrazi Spawn is checked as Brood Birthing resolves.
2010-06-15 - If you put a single token onto the battlefield this way, it's exactly like the ones specified earlier: it's a 0/1 colorless Eldrazi Spawn creature token that has "Sacrifice this creature: Add {1} to your mana pool."

Brood Keeper
3R
Creature - Human Shaman
(2/3)
Whenever an Aura becomes attached to Brood Keeper, put a 2/2 red Dragon creature token with flying onto the battlefield. It has "{R}: This creature gets +1/+0 until end of turn."

Note:
2014-07-18 - Brood Keeper's ability triggers both whenever an Aura enters the battlefield attached to Brood Keeper and whenever an Aura on the battlefield attached to a different object becomes attached to Brood Keeper.
2014-07-18 - If an Aura becomes attached to Brood Keeper that causes another player to gain control of it, that player will control the triggered ability that creates a Dragon.

Brood of Cockroaches
1B
Creature - Insect
(1/1)
When Brood of Cockroaches is put into your graveyard from the battlefield, at the beginning of the next end step, you lose 1 life and return Brood of Cockroaches to your hand.

Note:
2004-10-04 - The loss of life is not optional.
2004-10-04 - The life loss and the return to hand both happen at the beginning of the end step as a single effect. It is not two separate effects.

Brood Sliver
4G
Creature - Sliver
(3/3)
Whenever a Sliver deals combat damage to a player, its controller may put a 1/1 colorless Sliver creature token onto the battlefield.

Note:
2004-10-04 - This card's controller controls the triggered ability, but the controller of the Sliver that deals damage to a player decides whether or not to put the token onto the battlefield under their control.
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Broodhatch Nantuko
1G
Creature - Insect Druid
(1/1)
Whenever Broodhatch Nantuko is dealt damage, you may put that many 1/1 green Insect creature tokens onto the battlefield.

Morph {2}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2004-10-04 - You can choose to put zero tokens or all the tokens onto the battlefield. You can't choose a number in between.

Brooding Saurian
2GG
Creature - Lizard
(4/4)
At the beginning of each end step, each player gains control of all nontoken permanents he or she owns.

Note:
2006-07-15 - If a permanent is enchanted with an Aura such as Confiscate when Brooding Saurian's ability resolves, the enchanted permanent's owner will regain control of it. The Aura will not be removed. The Aura will still be controlled by its owner, but its effect will be overridden.

Broodmate Dragon
3BRG
Creature - Dragon
(4/4)
Flying

When Broodmate Dragon enters the battlefield, put a 4/4 red Dragon creature token with flying onto the battlefield.

Broodstar
8UU
Creature - Beast
(*/*)
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)

Flying

Broodstar's power and toughness are each equal to the number of artifacts you control.

Broodwarden
3GG
Creature - Eldrazi Drone
(4/4)
Eldrazi Spawn creatures you control get +2/+1.

Brothers of Fire
1RR
Creature - Human Shaman
(2/2)
{1}{R}{R}: Brothers of Fire deals 1 damage to target creature or player and 1 damage to you.

Brothers Yamazaki
2R
Legendary Creature - Human Samurai
(2/1)
Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until end of turn.)

If there are exactly two permanents named Brothers Yamazaki on the battlefield, the "legend rule" doesn't apply to them.

Each other creature named Brothers Yamazaki gets +2/+2 and has haste.

Note:
2004-12-01 - The two Brothers could be controlled by different players.
2004-12-01 - There are two versions of this card, each with different art. The cards are numbered 160a/306 and 160b/306. The art has no effect on game play.
2013-07-01 - If a third Brothers Yamazaki enters the battlefield, the legend rule will apply. If one player controls more than one Brothers Yamazaki at that time, that player will have choose one and put the rest into his or her graveyard.

Browbeat
2R
Sorcery
Any player may have Browbeat deal 5 damage to him or her. If no one does, target player draws three cards.

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

Note:
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Browse
2UU
Enchantment
{2}{U}{U}: Look at the top five cards of your library, put one of them into your hand, and exile the rest.

Bruna, Light of Alabaster
3WWU
Legendary Creature - Angel
(5/5)
Flying, vigilance

Whenever Bruna, Light of Alabaster attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.

Note:
2012-05-01 - Only Auras that could legally enchant Bruna may be attached to it, whether they're being moved from other permanents or being put onto the battlefield. An Aura with "enchant land," for example, could not be attached to Bruna this way.
2012-05-01 - All of these Auras will become attached to Bruna before combat damage is dealt. If Bruna is attacking, these Auras become attached before blockers are declared.

Brush with Death
2B
Sorcery
Buyback {2}{B}{B} (You may pay an additional {2}{B}{B} as you cast this spell. If you do, put this card into your hand as it resolves.)

Target opponent loses 2 life. You gain 2 life.

Brushland

Land
{TAP}: Add {1} to your mana pool.

{TAP}: Add {G} or {W} to your mana pool. Brushland deals 1 damage to you.

Brushstrider
1G
Creature - Beast
(3/1)
Vigilance

Brushstroke Paintermage
3U
Creature - Human Wizard
(2/3)
{TAP}: Target permanent's artist becomes the artist of your choice until end of turn.

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

Brutal Deceiver
2R
Creature - Spirit
(2/2)
{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Brutal Deceiver gets +1/+0 and gains first strike until end of turn. Activate this ability only once each turn.

Brutal Nightstalker
3BB
Creature - Nightstalker
(3/2)
When Brutal Nightstalker enters the battlefield, you may have target opponent discard a card.

Brutal Suppression
R
Enchantment
Activated abilities of nontoken Rebels cost an additional "Sacrifice a land" to activate.

Note:
2013-07-01 - Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder texts.

Brutalizer Exarch
5G
Creature - Cleric
(3/3)
When Brutalizer Exarch enters the battlefield, choose one -

Search your library for a creature card, reveal it, then shuffle your library and put that card on top of it.

Put target noncreature permanent on the bottom of its owner's library.

Brute Force
R
Instant
Target creature gets +3/+3 until end of turn.

Note:
2007-02-01 - This is the timeshifted version of Giant Growth.

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

Bubbling Beebles
4U
Creature - Beeble
(3/3)
Bubbling Beebles can't be blocked as long as defending player controls an enchantment.

Bubbling Cauldron
2
Artifact
{1}, {TAP}, Sacrifice a creature: You gain 4 life.

{1}, {TAP}, Sacrifice a creature named Festering Newt: Each opponent loses 4 life. You gain life equal to the life lost this way.

Bubbling Muck
B
Sorcery
Until end of turn, whenever a player taps a Swamp for mana, that player adds {B} to his or her mana pool (in addition to the mana the land produces) .

Note:
2004-10-04 - Affects lands with type Swamp, not lands that are named "Swamp."
2004-10-04 - Affects lands tapped for rest of turn, not just swamps on the battlefield at the time it resolves. This is because it affects players and not the lands themselves.

Budoka Gardener
1G
Creature - Human Monk
(2/1)
{TAP}: You may put a land card from your hand onto the battlefield. If you control ten or more lands, flip Budoka Gardener.



Budoka Pupil
1GG
Creature - Human Monk
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Budoka Pupil.

At the beginning of the end step, if there are two or more ki counters on Budoka Pupil, you may flip it.



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

Builder's Blessing
3W
Enchantment
Untapped creatures you control get +0/+2.

Bull Aurochs
1G
Creature - Aurochs
(2/1)
Trample

Whenever Bull Aurochs attacks, it gets +1/+0 until end of turn for each other attacking Aurochs.

Note:
2006-07-15 - Abilities of Aurochs care about other creatures that have creature type Aurochs, which includes (but is not limited to) the Ice Age card namedAurochs.

Bull Cerodon
4RW
Creature - Beast
(5/5)
Vigilance, haste

Bull Elephant
3G
Creature - Elephant
(4/4)
When Bull Elephant enters the battlefield, sacrifice it unless you return two Forests you control to their owner's hand.

Bull Hippo
3G
Creature - Hippo
(3/3)
Islandwalk

Bull Rush
R
Instant
Target creature gets +2/+0 until end of turn.

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

Note:
2004-10-04 - If the creature can attack, it must. If it cannot, then nothing happens.

Bulwark
3RR
Enchantment
At the beginning of your upkeep, Bulwark deals X damage to target opponent, where X is the number of cards in your hand minus the number of cards in that player's hand.

Note:
2004-10-04 - Counts cards during resolution.

Bump in the Night
B
Sorcery
Target opponent loses 3 life.

Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Buoyancy
1U
Enchantment - Aura
Flash

Enchant creature

Enchanted creature has flying.

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

Burden of Guilt
W
Enchantment - Aura
Enchant creature

{1}: Tap enchanted creature.

Note:
2011-01-22 - Only Burden of Guilt's controller can activate its ability.

Bureaucracy
3UU
Enchantment
Pursuant to subsection 3.1 (4) of Richard's Rules of Order, during the upkeep of each participant in this game of the Magic: The Gathering trading card game (hereafter known as "PLAYER") , that PLAYER performs all actions in the sequence of previously added actions (hereafter known as "ACTION QUEUE") , in the order those actions were added, then adds another action to the end of the ACTION QUEUE. All actions must be simple physical or verbal actions that a player can perform while sitting in a chair, without jeopardizing the health and security of said PLAYER.

If any PLAYER does not perform all the prescribed actions in the correct order, sacrifice Bureaucracy and said PLAYER discards his or her complement of cards in hand (hereafter known as "HAND") .

Burgeoning
G
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Note:
2004-10-04 - Playing a land will trigger it, but putting a land onto the battlefield as part of an effect will not.

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

Note:
2004-10-04 - You can look in your library and then choose to find any number from zero to three creatures after you look at it.

Buried Ruin

Land
{TAP}: Add {1} to your mana pool.

{2}, {TAP}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.

Burn at the Stake
2RRR
Sorcery
As an additional cost to cast Burn at the Stake, tap any number of untapped creatures you control.

Burn at the Stake deals damage to target creature or player equal to three times the number of creatures tapped this way.

Note:
2012-05-01 - Players may not respond to the paying of costs. Once Burn at the Stake has been announced and put on the stack, no one can try to respond by tapping any creatures.
2012-05-01 - The amount of damage Burn at the Stake deals won't change if any creatures tapped to cast it become untapped or leave the battlefield before it resolves.
2012-05-01 - All creatures tapped this way become tapped at the same time.

Burn Away
4R
Instant
Burn Away deals 6 damage to target creature. When that creature dies this turn, exile all cards from its controller's graveyard.

Note:
2014-09-20 - If the creature doesn't die that turn, the delayed triggered ability will simply cease to exist. It won't trigger on a future turn.

Burn the Impure
1R
Instant
Burn the Impure deals 3 damage to target creature. If that creature has infect, Burn the Impure deals 3 damage to that creature's controller.

Note:
2011-06-01 - If the creature is an illegal target when Burn the Impure resolves, the spell will be countered and none of its effects will happen, even if that creature has infect.

Burn Trail
3R
Sorcery
Burn Trail deals 3 damage to target creature or player.

Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)

Burning Anger
4R
Enchantment - Aura
Enchant creature

Enchanted creature has "{TAP}: This creature deals damage equal to its power to target creature or player."

Note:
2014-07-18 - Use the power of the enchanted creature as the activated ability resolves to determine how much damage is dealt. If the creature isn't on the battlefield at that time, use its power as it last existed on the battlefield. Note that this works differently than the fight keyword, which requires both creatures be on the battlefield for any damage to be dealt.
2014-07-18 - The enchanted creature is the source of the activated ability, not Burning Anger. For example, if the enchanted creature is green, you could activate the ability choosing a creature with protection from red as the target.

Burning Cinder Fury of Crimson Chaos Fire
3R
Enchantment
Whenever any player taps a card, that player gives control of that card to an opponent at end of turn.

If a player does not tap any nonland cards during his or her turn, Burning Cinder Fury of Crimson Chaos Fire deals 3 damage to that player at end of turn.

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

Burning Earth
3R
Enchantment
Whenever a player taps a nonbasic land for mana, Burning Earth deals 1 damage to that player.

Note:
2013-07-01 - To tap a land for mana is to activate one of that land's mana abilities that has {T} in its activation cost.
2013-07-01 - The ability will trigger each time a nonbasic land is tapped for mana. Each of these abilities goes on the stack and resolves separately.
2013-07-01 - If any nonbasic lands are tapped for mana while a player is casting a spell or activating an ability, Burning Earth's ability will trigger that many times and wait. When the player finishes casting that spell or activating that ability, Burning Earth's triggered abilities are put on the stack on top of it. Burning Earth's abilities will resolve first.
2013-07-01 - On the other hand, a player can tap nonbasic lands for mana, put the Burning Earth triggered abilities on the stack, and then respond to those abilities by casting an instant spell or activating an ability using that mana. In that case, the instant spell or activated ability will resolve first.

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

Burning Inquiry
R
Sorcery
Each player draws three cards, then discards three cards at random.

Note:
2009-10-01 - First the player whose turn it is draws three cards, then each other player in turn order does so. Then the active player randomly chooses the three cards he or she will discard, then each other player in turn order does so. Then all the cards are discarded at the same time.
2009-10-01 - Each player must discard three cards, even a player that (for some reason) didn't actually draw three cards.

Burning of Xinye
4RR
Sorcery
You destroy four lands you control, then target opponent destroys four lands he or she controls. Then Burning of Xinye deals 4 damage to each creature.

Note:
2009-10-01 - Burning of Xinye targets only an opponent. If that player is an illegal target by the time Burning of Xinye resolves, the entire spell is countered.
2009-10-01 - The lands that will be destroyed aren't chosen until Burning of Xinye resolves.
2009-10-01 - A land with a regeneration shield on it will regenerate from Burning of Xinye's destruction effect. However, the spell or ability that creates that shield must be cast or activated before Burning of Xinye starts to resolve.
2009-10-01 - In a multiplayer game, only lands controlled by two players (you and the targeted opponent) are destroyed. However, Burning of Xinye will deal 4 damage to each creature, even those controlled by other players.
2013-07-01 - As Burning of Xinye resolves, first you destroy four lands you control (all at the same time), then the targeted opponent destroys four lands he or she controls (all at the same time). That player chooses which of his or her lands to destroy. Neither of you can choose to destroy a land with indestructible.

Burning Oil
1R
Instant
Burning Oil deals 3 damage to target attacking or blocking creature.

Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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

Burning Sands
3RR
Enchantment
Whenever a creature dies, that creature's controller sacrifices a land.

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

{R}{R}: Burning Shield Askari gains first strike until end of turn.

Burning Vengeance
2R
Enchantment
Whenever you cast a spell from your graveyard, Burning Vengeance deals 2 damage to target creature or player.

Note:
2011-09-22 - Although flashback is the most common way to cast a spell from your graveyard, Burning Vengeance will trigger whenever you cast a spell from your graveyard through any means.
2011-09-22 - Burning Vengeance won't trigger when you activate an ability of a card in your graveyard such as unearth or the ability of Reassembling Skeleton.
2011-09-22 - Burning Vengeance's triggered ability will resolve before the spell you cast from your graveyard.

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

Note:
2004-10-04 - Can't acquire the Ante cards. They are considered still "in the game" as are cards in the library and the graveyard.
2007-05-01 - The choice is optional.
2007-05-01 - If you fail to find something, you still exile this.
2007-09-16 - Can't acquire cards that are phased out.
2009-10-01 - You can't acquire exiled cards because those cards are still in one of the game's zones.
2009-10-01 - In a sanctioned event, a card that's "outside the game" is one that's in your sideboard. In an unsanctioned event, you may choose any card from your collection.

Burning-Eye Zubera
2RR
Creature - Zubera Spirit
(3/3)
When Burning-Eye Zubera dies, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player.

Note:
2005-06-01 - Burning-Eye Zubera's ability counts all damage dealt to it this turn, from all sources.

Burning-Tree Bloodscale
2RG
Creature - Viashino Berserker
(2/2)
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with a +1/+1 counter on it.)

{2}{R}: Target creature can't block Burning-Tree Bloodscale this turn.

{2}{G}: Target creature blocks Burning-Tree Bloodscale this turn if able.

Note:
2006-02-01 - If both abilities are used on the same creature, it can't block Burning-Tree Bloodscale.

Burning-Tree Emissary
(R|G)(R|G)
Creature - Human Shaman
(2/2)
When Burning-Tree Emissary enters the battlefield, add {R}{G} to your mana pool.

Note:
2013-01-24 - Burning-Tree Emissary's enters-the-battlefield ability isn't a mana ability. It uses the stack and can be responded to.

Burning-Tree Shaman
1RG
Creature - Centaur Shaman
(3/4)
Whenever a player activates an ability that isn't a mana ability, Burning-Tree Shaman deals 1 damage to that player.

Note:
2006-02-01 - A mana ability is an ability that adds mana to your mana pool, not one that costs mana to activate.
2013-04-15 - A mana ability is an ability that (1) isn't a loyalty ability, (2) doesn't target, and (3) could put mana into a player's mana pool when it resolves.

Burnished Hart
3
Artifact Creature - Elk
(2/2)
{3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.

Burnout
1R
Instant
Counter target instant spell if it's blue.

Draw a card at the beginning of the next turn's upkeep.

Note:
2008-10-01 - You may target any instant spell with Burnout. If it's blue at the time Burnout resolves, that spell will be countered and you'll draw a card at the beginning of the next turn's upkeep. If it's not blue at the time Burnout resolves, that spell won't be countered, but you'll still draw a card at the beginning of the next turn's upkeep.

Burnt Offering
B
Instant
As an additional cost to cast Burnt Offering, sacrifice a creature.

Add X mana in any combination of {B} and/or {R} to your mana pool, where X is the sacrificed creature's converted mana cost.

Note:
2013-04-15 - You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
2013-04-15 - Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.

Burr Grafter
3G
Creature - Spirit
(2/2)
Sacrifice Burr Grafter: Target creature gets +2/+2 until end of turn.

Soulshift 3 (When this creature dies, you may return target Spirit card with converted mana cost 3 or less from your graveyard to your hand.)

Burrenton Bombardier
2W
Creature - Kithkin Soldier
(2/2)
Flying

Reinforce 2-{2}{W} ({2}{W}, Discard this card: Put two +1/+1 counters on target creature.)

Burrenton Forge-Tender
W
Creature - Kithkin Wizard
(1/1)
Protection from red

Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.

Note:
2007-10-01 - If the red source you chose changes colors before the damage is dealt, the damage-prevention effect doesn't apply.

Burrenton Shield-Bearers
4W
Creature - Kithkin Soldier
(3/3)
Whenever Burrenton Shield-Bearers attacks, target creature gets +0/+3 until end of turn.

Burrowing
R
Enchantment - Aura
Enchant creature

Enchanted creature has mountainwalk.

Burst Lightning
R
Instant
Kicker {4} (You may pay an additional {4} as you cast this spell.)

Burst Lightning deals 2 damage to target creature or player. If Burst Lightning was kicked, it deals 4 damage to that creature or player instead.

Burst of Energy
W
Instant
Untap target permanent.

Burst of Speed
R
Sorcery
Creatures you control gain haste until end of turn. (They can attack and {TAP} even if they just came under your control.)

Note:
2009-10-01 - Burst of Speed affects only creatures you control at the time it resolves. It won't affect creatures that come under your control later in the turn.

Burst of Strength
G
Instant
Put a +1/+1 counter on target creature and untap it.

Note:
2013-01-24 - Burst of Strength can target and put a +1/+1 counter on a creature that's already untapped.

Bursting Beebles
2U
Creature - Beeble
(2/2)
Bursting Beebles is unblockable as long as defending player controls two or more nonland permanents that share an artist.

Bushi Tenderfoot
W
Creature - Human Soldier
(1/1)
When a creature dealt damage by Bushi Tenderfoot this turn dies, flip Bushi Tenderfoot.



Butcher Ghoul
1B
Creature - Zombie
(1/1)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Butcher of Malakir
5BB
Creature - Vampire Warrior
(5/4)
Flying

Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature.

Note:
2010-03-01 - When the triggered ability resolves, first the player whose turn it is (if that player is an opponent) chooses which creature he or she will sacrifice, then each other opponent in turn order does the same, then all chosen creatures are sacrificed at the same time.
2010-03-01 - If multiple creatures you control (possibly including Butcher of Malakir itself) are put into their owners' graveyards at the same time, Butcher of Malakir's triggered ability will trigger that many times.
2010-03-01 - If you control more than one Butcher of Malakir and a creature you control is put into a graveyard, each of those Butchers' abilities will trigger. Each opponent will sacrifice a creature each time one of those abilities resolves.
2010-03-01 - If you and an opponent each control a Butcher of Malakir and a creature is put into a graveyard, a chain reaction happens. First the ability of one player's Butcher will trigger, causing each opponent to sacrifice a creature. That sacrifice causes the ability of the other player's Butcher to trigger, and so on.

Butcher of the Horde
1RWB
Creature - Demon
(5/4)
Flying

Sacrifice another creature: Butcher of the Horde gains your choice of vigilance, lifelink, or haste until end of turn.

Note:
2014-09-20 - You choose which ability Butcher of the Horde gains when the activated ability resolves.

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

Note:
2004-10-04 - If it is blocked but then all of its blockers are removed before combat damage is assigned, then it won't be able to deal combat damage and you won't be able to use its ability.
2004-10-04 - You can use the ability to divide damage even if it is not blocked.
2004-10-04 - If you choose to use the ability to divide up the damage (and there is at least one point of damage to be assigned), you must choose at least one creature or the defending player, and can't choose more total creatures and players than the amount of damage being assigned (minimum 1 point per player or creature).

Butcher's Cleaver
3
Artifact - Equipment
Equipped creature gets +3/+0.

As long as equipped creature is a Human, it has lifelink.

Equip {3}

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

Note:
2004-10-04 - It can sacrifice itself.

Cabal Coffers

Land
{2}, {TAP}: Add {B} to your mana pool for each Swamp you control.

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

Cabal Executioner
2BB
Creature - Human Cleric
(2/2)
Whenever Cabal Executioner deals combat damage to a player, that player sacrifices a creature.

Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Cabal Inquisitor
1B
Creature - Human Minion
(1/1)
Threshold - {1}{B}, {TAP}, Exile two cards from your graveyard: Target player discards a card. Activate this ability only any time you could cast a sorcery, and only if seven or more cards are in your graveyard.

Cabal Interrogator
1B
Creature - Zombie Wizard
(1/1)
{X}{B}, {TAP}: Target player reveals X cards from his or her hand and you choose one of them. That player discards that card. Activate this ability only any time you could cast a sorcery.

Cabal Patriarch
3BBB
Legendary Creature - Human Wizard
(5/5)
{2}{B}, Sacrifice a creature: Target creature gets -2/-2 until end of turn.

{2}{B}, Exile a creature card from your graveyard: Target creature gets -2/-2 until end of turn.

Cabal Pit

Land
{TAP}: Add {B} to your mana pool. Cabal Pit deals 1 damage to you.

Threshold - {B}, {TAP}, Sacrifice Cabal Pit: Target creature gets -2/-2 until end of turn. Activate this ability only if seven or more cards are in your graveyard.

Cabal Ritual
1B
Instant
Add {B}{B}{B} to your mana pool.

Threshold - Add {B}{B}{B}{B}{B} to your mana pool instead if seven or more cards are in your graveyard.

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

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

Cabal Surgeon
2BB
Creature - Human Minion
(2/1)
{2}{B}{B}, {TAP}, Exile two cards from your graveyard: Return target creature card from your graveyard to your hand.

Cabal Therapy
B
Sorcery
Name a nonland card. Target player reveals his or her hand and discards all cards with that name.

Flashback-Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Note:
2004-10-04 - You name the card during resolution, then your opponent reveals their hand and discards if appropriate. There is no way for your opponent to do anything between you naming the card and them discarding.

Cabal Torturer
1BB
Creature - Human Minion
(1/1)
{B}, {TAP}: Target creature gets -1/-1 until end of turn.

Threshold - {3}{B}{B}, {TAP}: Target creature gets -2/-2 until end of turn. Activate this ability only if seven or more cards are in your graveyard.

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

Cache Raiders
3UU
Creature - Merfolk Rogue
(4/4)
At the beginning of your upkeep, return a permanent you control to its owner's hand.

Note:
2008-08-01 - This ability isn't targeted. You choose a permanent to return when the ability resolves. No one will be able to respond to the choice.

Cackling Counterpart
1UU
Instant
Put a token onto the battlefield that's a copy of target creature you control.

Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Note:
2011-09-22 - The token copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
2011-09-22 - If you copy a double-faced creature, the token will be a copy of the face that's up when the token is created. Because the token is not a double-faced card, it won't be able to transform.
2011-09-22 - If the copied creature has {X} in its mana cost, X is considered to be zero.
2011-09-22 - If the copied creature is copying something else (for example, if the copied creature is an Evil Twin), then the token enters the battlefield as whatever that creature copied.
2011-09-22 - If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
2011-09-22 - Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.

Cackling Fiend
2BB
Creature - Zombie
(2/1)
When Cackling Fiend enters the battlefield, each opponent discards a card.

Note:
2004-10-04 - If the opponent has no cards in hand, this has no effect.

Cackling Flames
3R
Instant
Cackling Flames deals 3 damage to target creature or player.

Hellbent - Cackling Flames deals 5 damage to that creature or player instead if you have no cards in hand.

Cackling Imp
2BB
Creature - Imp
(2/2)
Flying

{TAP}: Target player loses 1 life.

Cackling Witch
1B
Creature - Human Spellshaper
(1/1)
{X}{B}, {TAP}, Discard a card: Target creature gets +X/+0 until end of turn.

Cadaver Imp
1BB
Creature - Imp
(1/1)
Flying

When Cadaver Imp enters the battlefield, you may return target creature card from your graveyard to your hand.

Cadaverous Bloom
3BG
Enchantment
Exile a card from your hand: Add {B}{B} or {G}{G} to your mana pool.

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

{1}{B}{B}: Regenerate Cadaverous Knight.

Cage of Hands
2W
Enchantment - Aura
Enchant creature

Enchanted creature can't attack or block.

{1}{W}: Return Cage of Hands to its owner's hand.

Caged Sun
6
Artifact
As Caged Sun enters the battlefield, choose a color.

Creatures you control of the chosen color get +1/+1.

Whenever a land's ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool.

Note:
2011-06-01 - Caged Sun's triggered ability is a mana ability, which means the ability doesn't use the stack and can't be responded to.

Cagemail
1W
Enchantment - Aura
Enchant creature

Enchanted creature gets +2/+2 and can't attack.

Cairn Wanderer
4B
Creature - Shapeshifter
(4/4)
Changeling (This card is every creature type at all times.)

As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

Note:
2007-10-01 - Cairn Wanderer's ability looks at all cards in all graveyards. It gains any landwalk abilities and any protection abilities.

Calciderm
2WW
Creature - Beast
(5/5)
Shroud (This creature can't be the target of spells or abilities.)

Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

Note:
2007-02-01 - This is the timeshifted version of Blastoderm.

Calciform Pools

Land
{TAP}: Add {1} to your mana pool.

{1}, {TAP}: Put a storage counter on Calciform Pools.

{1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {W} and/or {U} to your mana pool.

Calcite Snapper
1UU
Creature - Turtle
(1/4)
Shroud (This creature can't be the target of spells or abilities.)

Landfall - Whenever a land enters the battlefield under your control, you may switch Calcite Snapper's power and toughness until end of turn.

Note:
2010-03-01 - The landfall ability triggerss whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2010-03-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.
2013-04-15 - Effects that switch power and toughness apply after all other effects that change power and/or toughness, regardless of which effect was created first.
2013-04-15 - Switching a creature's power and toughness twice (or any even number of times) effectively returns the creature to the power and toughness it had before any switches.

Caldera Hellion
3RR
Creature - Hellion
(3/3)
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)

When Caldera Hellion enters the battlefield, it deals 3 damage to each creature.

Note:
2008-10-01 - You may choose not to sacrifice any creatures for the Devour ability.
2008-10-01 - If you cast this as a spell, you choose how many and which creatures to devour as part of the resolution of that spell. (It can't be countered at this point.) The same is true of a spell or ability that lets you put a creature with devour onto the battlefield.
2008-10-01 - You may sacrifice only creatures that are already on the battlefield. If a creature with devour and another creature are entering the battlefield under your control at the same time, the creature with devour can't devour that other creature. The creature with devour also can't devour itself.
2008-10-01 - If multiple creatures with devour are entering the battlefield under your control at the same time, you may use each one's devour ability. A creature you already control can be devoured by only one of them, however. (In other words, you can't sacrifice the same creature to satisfy multiple devour abilities.) All creatures devoured this way are sacrificed at the same time.
2008-10-01 - Caldera Hellion will deal 3 damage to itself (as well as to each other creature) when its enters-the-battlefield ability resolves. This damage will be lethal if Caldera Hellion hasn't devoured any creatures and its toughness hasn't been increased by any other means.

Caldera Kavu
2R
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.

Note:
2004-10-04 - You choose a color on resolution.

Caldera Lake

Land
Caldera Lake enters the battlefield tapped.

{TAP}: Add {1} to your mana pool.

{TAP}: Add {U} or {R} to your mana pool. Caldera Lake deals 1 damage to you.

Call for Blood
4B
Instant - Arcane
As an additional cost to cast Call for Blood, sacrifice a creature.

Target creature gets -X/-X until end of turn, where X is the sacrificed creature's power.

Note:
2005-02-01 - Uses last known information for the sacrificed creature's power.
2005-02-01 - You may sacrifice the creature chosen as the target for Call for Blood (if you control it) when you pay the additional cost for the spell. If you do, Call for Blood is countered on resolution.
2013-04-15 - You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
2013-04-15 - Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.

Call of the Conclave
GW
Sorcery
Put a 3/3 green Centaur creature token onto the battlefield.

Call of the Herd
2G
Sorcery
Put a 3/3 green Elephant creature token onto the battlefield.

Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Call of the Nightwing
2UB
Sorcery
Put a 1/1 blue and black Horror creature token with flying onto the battlefield.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Note:
2013-01-24 - You can exile Call of the Nightwing encoded on the Horror creature token it just created.
2013-04-15 - The spell with cipher is encoded on the creature as part of that spell's resolution, just after the spell's other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
2013-04-15 - You choose the creature as the spell resolves. The cipher ability doesn't target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
2013-04-15 - If the spell with cipher is countered, none of its effects will happen, including cipher. The card will go to its owner's graveyard and won't be encoded on a creature.
2013-04-15 - If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
2013-04-15 - If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
2013-04-15 - The copy of the card with cipher is created in and cast from exile.
2013-04-15 - You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card's type.
2013-04-15 - If you choose not to cast the copy, or you can't cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won't get a chance to cast the copy at a later time.
2013-04-15 - The exiled card with cipher grants a triggered ability to the creature it's encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won't trigger. However, the exiled card will continue to be encoded on that creature.
2013-04-15 - If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
2013-04-15 - If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.

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

Call the Skybreaker
5(U|R)(U|R)
Sorcery
Put a 5/5 blue and red Elemental creature token with flying onto the battlefield.

Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Note:
2008-08-01 - Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
2008-08-01 - A retrace card cast from your graveyard follows the normal timing rules for its card type.
2008-08-01 - When a retrace card you cast from your graveyard resolves or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
2008-08-01 - If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so he or she can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.

Call to Arms
1W
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.

White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.

When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.

Note:
2004-10-04 - You can't choose "colorless" as a color.
2009-10-01 - Call to Arms affects all white creatures, not just white creatures you control.
2009-10-01 - If Call to Arms changes controllers, it will continue to check the nontoken permanents controlled by the player chosen as it entered the battlefield, even if that player isn't an opponent of its current controller.
2009-10-01 - The game continually counts the number of nontoken permanents of each color the chosen player controls. Multicolored ones are counted for each of their colors; colorless ones are ignored. The moment the number of nontoken permanents of the chosen color that player controls is less than or equal to the number of permanents of one of the other colors that player controls, Call to Arms's second ability stops giving white creatures +1/+1 and its third ability triggers. Call to Arms will be sacrificed when the third ability resolves, even if those numbers have changed by then.
2009-10-01 - Call to Arms's third ability is a "state trigger." Once a state trigger triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the trigger condition is still true, it will immediately trigger again.

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

Call to Heel
1U
Instant
Return target creature to its owner's hand. Its controller draws a card.

Note:
2008-10-01 - The player who draws a card is the player who controls the creature when Call to Heel resolves. This may not be the player whose hand the creature is put into.
2008-10-01 - If the targeted creature becomes an illegal target before Call to Heel resolves, Call to Heel is countered. No one draws a card.

Call to Mind
2U
Sorcery
Return target instant or sorcery card from your graveyard to your hand.

Call to Serve
1W
Enchantment - Aura
Enchant nonblack creature

Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.

Note:
2012-05-01 - If the enchanted creature becomes black, Call to Serve will be put into its owner's graveyard the next time state-based actions are performed.

Call to the Grave
4B
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature.

At the beginning of the end step, if no creatures are on the battlefield, sacrifice Call to the Grave.

Note:
2011-09-22 - If a player controls no creatures, or each creature he or she controls is a Zombie, that player does nothing when the first ability resolves.
2011-09-22 - If there is at least one creature on the battlefield at the beginning of the end step, the last ability won't trigger. If it does trigger, but a creature enters the battlefield before it resolves, the ability won't do anything when it resolves. Call to the Grave's controller won't sacrifice it.
2011-09-22 - In a Two-Headed Giant game, Call to the Grave will trigger twice during each team's upkeep, once for each player. Each of the two players will sacrifice a non-Zombie creature when the ability referring to that player resolves.

Call to the Kindred
3U
Enchantment - Aura
Enchant creature

At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.

Note:
2011-01-22 - The creature need only share one creature type with enchanted creature, not necessarily all of them. For example, if the enchanted creature was a Human Soldier, you could put a Human Wizard creature card, a Goblin Soldier creature card, or a Human Soldier Ally creature card onto the battlefield.

Call to the Netherworld
B
Sorcery
Return target black creature card from your graveyard to your hand.

Madness {0} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

Caller of Gales
U
Creature - Merfolk Wizard
(1/1)
{1}{U}, {TAP}: Target creature gains flying until end of turn.

Caller of the Claw
2G
Creature - Elf
(2/2)
Flash

When Caller of the Claw enters the battlefield, put a 2/2 green Bear creature token onto the battlefield for each nontoken creature put into your graveyard from the battlefield this turn.

Caller of the Hunt
2G
Creature - Human
(*/*)
As an additional cost to cast Caller of the Hunt, choose a creature type.

Caller of the Hunt's power and toughness are each equal to the number of creatures of the chosen type on the battlefield.

Callous Deceiver
2U
Creature - Spirit
(1/3)
{1}: Look at the top card of your library.

{2}: Reveal the top card of your library. If it's a land card, Callous Deceiver gets +1/+0 and gains flying until end of turn. Activate this ability only once each turn.

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

Callous Oppressor
1UU
Creature - Cephalid
(1/2)
You may choose not to untap Callous Oppressor during your untap step.

As Callous Oppressor enters the battlefield, an opponent chooses a creature type.

{TAP}: Gain control of target creature that isn't of the chosen type for as long as Callous Oppressor remains tapped.

Callow Jushi
1UU
Creature - Human Wizard
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Callow Jushi.

At the beginning of the end step, if there are two or more ki counters on Callow Jushi, you may flip it.

----

Jaraku the Interloper

Legendary Creature - Spirit

3/4

Remove a ki counter from Jaraku the Interloper: Counter target spell unless its controller pays {2}.

Calming Licid
2W
Creature - Licid
(2/2)
{W}, {TAP}: Calming Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {W} to end this effect.

Enchanted creature can't attack.

Note:
2013-04-15 - Paying the cost to end the effect is a special action and can't be responded to.
2013-04-15 - If a spell that can target enchantments but not creatures (such as Clear) is cast targeting the Licid after it has become an enchantment, but the Licid's controller pays the cost, the Licid will no longer be an enchantment. This will result in the spell being countered on resolution for having no legal targets.

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

Note:
2004-10-04 - It checks if you control an untapped land during resolution.

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

Camel
W
Creature - Camel
(0/1)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

As long as Camel is attacking, prevent all damage Deserts would deal to Camel and to creatures banded with Camel.

Note:
2004-10-04 - It does prevent damage from animated Deserts in combat.
2008-10-01 - If a creature with banding attacks, it can team up with any number of other attacking creatures with banding (and up to one nonbanding creature) and attack as a unit called a "band." The band can be blocked by any creature that could block a single creature in the band. Blocking any creature in a band blocks the entire band. If a creature with banding is blocked, the attacking player chooses how the blockers' damage is assigned.
2008-10-01 - A maximum of one nonbanding creature can join an attacking band no matter how many creatures with banding are in it.
2008-10-01 - Creatures in the same band must all attack the same player or planeswalker.
2009-10-01 - If a creature in combat has banding, its controller assigns damage for creatures blocking or blocked by it. That player can ignore the damage assignment order when making this assignment.

Camouflage
G
Instant
Cast Camouflage only during your declare attackers step.

This turn, instead of declaring blockers, each defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures he or she controls that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so. (Piles can be empty.)

Canal Dredger
4
Artifact Creature - Construct
(1/5)
Draft Canal Dredger face up.

Each player passes the last card from each booster pack to a player who drafted a card named Canal Dredger.

{TAP}: Put target card from your graveyard on the bottom of your library.

Note:
2014-05-29 - If you draft a card named Canal Dredger, you pass the last card from each booster pack to yourself. In other words, when you are passed two cards, you draft both of them.
2014-05-29 - If multiple players have drafted a card named Canal Dredger, each player chooses which of those players to pass the last card to.
2014-05-29 - You draft all cards passed to you this way one at a time. If you also drafted a Cogwork Grinder, you may remove any of those cards from the draft.

Cancel
1UU
Instant
Counter target spell.

Candelabra of Tawnos
1
Artifact
{X}, {TAP}: Untap X target lands.

Note:
2004-10-04 - You may untap your opponent's lands if desired.
2004-10-04 - Can be used on an untapped land.
2004-10-04 - This is not mana ability. It is a normal ability and it will resolve along with other spells and abilities on the stack. The lands untap during resolution.

Candles of Leng
2
Artifact
{4}, {TAP}: Reveal the top card of your library. If it has the same name as a card in your graveyard, put it into your graveyard. Otherwise, draw a card.

Note:
2006-09-25 - Unless something weird happens, the card that's drawn will be the card that was revealed.

Candles' Glow
1W
Instant - Arcane
Prevent the next 3 damage that would be dealt to target creature or player this turn. You gain life equal to the damage prevented this way.

Splice onto Arcane {1}{W} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Note:
2013-06-07 - You reveal all cards you intend to splice at the same time. Each individual card can be spliced only once onto any one spell.
2013-06-07 - A card with a splice ability can't be spliced onto itself because the spell is on the stack (and not in your hand) when you reveal the cards you want to splice onto it.
2013-06-07 - You choose all targets for the spell after revealing cards you want to splice, including any targets required by the text of any of those cards. You may choose a different target for each instance of the word "target" on the resulting spell.
2013-06-07 - If all of the spell's targets are illegal when the spell tries to resolve, it will be countered and none of its effects will happen.

Canker Abomination
2(B|G)(B|G)
Creature - Treefolk Horror
(6/6)
As Canker Abomination enters the battlefield, choose an opponent. Canker Abomination enters the battlefield with a -1/-1 counter on it for each creature that player controls.

Cankerous Thirst
3(B|G)
Instant
If {B} was spent to cast Cankerous Thirst, you may have target creature get -3/-3 until end of turn. If {G} was spent to cast Cankerous Thirst, you may have target creature get +3/+3 until end of turn. (Do both if {B}{G} was spent.)

Note:
2008-08-01 - The spell cares about what mana was spent to pay its total cost, not just what mana was spent to pay the hybrid part of its cost.
2008-08-01 - The spell checks on resolution to see if any mana of the stated colors was spent to pay its cost. If so, it doesn't matter how much mana of that color was spent.
2008-08-01 - If the spell is copied, the copy will never have had mana of the stated color paid for it, no matter what colors were spent on the original spell.
2008-08-01 - The spell cares about what mana was spent to pay its total cost, not just what mana was spent to pay the hybrid part of its cost.
2008-08-01 - When you cast the spell, you choose its targets before you pay for it.
2008-08-01 - The spell checks on resolution to see if any mana of the stated colors was spent to pay its cost. If so, it doesn't matter how much mana of that color was spent.
2008-08-01 - If the spell is copied, the copy will never have had mana of the stated color paid for it, no matter what colors were spent on the original spell.
2008-08-01 - As you cast Cankerous Thirst, you must target a creature for the first effect and you must target a creature for the second effect. Both targets may be the same. As Cankerous Thirst resolves, you decide whether to apply either effect.

Cannibalize
1B
Sorcery
Choose two target creatures controlled by the same player. Exile one of those creatures and put two +1/+1 counters on the other.

Note:
2008-05-01 - You choose the two target creatures during announcement. You choose which gets the counters and which is to get exiled on resolution.

Canopy Claws
G
Instant
Target creature loses flying until end of turn.

Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Canopy Cover
1G
Enchantment - Aura
Enchant creature

Enchanted creature can't be blocked except by creatures with flying or reach.

Enchanted creature can't be the target of spells or abilities your opponents control.

Note:
2013-04-15 - This is not the same as hexproof. If, for example, you target one of your opponent's creatures, your opponents won't be able to target their own creature with spells or abilities.

Canopy Crawler
3G
Creature - Beast
(2/2)
Amplify 1 (As this creature enters the battlefield, put a +1/+1 counter on it for each Beast card you reveal in your hand.)

{TAP}: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Canopy Crawler.

Note:
2004-10-04 - The number of +1/+1 counters for the ability is checked when the ability resolves.

Canopy Dragon
4GG
Creature - Dragon
(4/4)
Trample

{1}{G}: Canopy Dragon gains flying and loses trample until end of turn.

Canopy Spider
1G
Creature - Spider
(1/3)
Reach (This creature can block creatures with flying.)

Note:
2008-04-01 - This card now uses the Reach keyword ability to enable the blocking of flying creatures. This works because a creature with flying can only be blocked by creatures with flying or reach.

Canopy Surge
1G
Sorcery
Kicker {2} (You may pay an additional {2} as you cast this spell.)

Canopy Surge deals 1 damage to each creature with flying and each player. If Canopy Surge was kicked, it deals 4 damage to each creature with flying and each player instead.

Cantivore
1WW
Creature - Lhurgoyf
(*/*)
Vigilance

Cantivore's power and toughness are each equal to the number of enchantment cards in all graveyards.

Canyon Drake
2RR
Creature - Drake
(1/2)
Flying

{1}, Discard a card at random: Canyon Drake gets +2/+0 until end of turn.

Canyon Lurkers
4R
Creature - Human Rogue
(5/2)
Morph {3}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Note:
2014-09-20 - Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
2014-09-20 - The face-down spell has no mana cost and has a converted mana cost of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
2014-09-20 - When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the creature can still grant it any of these characteristics.
2014-09-20 - Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
2014-09-20 - Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
2014-09-20 - A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
2014-09-20 - At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
2014-09-20 - You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
2014-09-20 - If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

Canyon Minotaur
3R
Creature - Minotaur Warrior
(3/3)


Canyon Wildcat
1R
Creature - Cat
(2/1)
Mountainwalk

Cao Cao, Lord of Wei
3BB
Legendary Creature - Human Soldier
(3/3)
{TAP}: Target opponent discards two cards. Activate this ability only during your turn, before attackers are declared.

Note:
2013-09-20 - If a turn has multiple combat phases, the ability can only be activated before the beginning of the declare attackers step of the first combat phase in that turn.

Cao Ren, Wei Commander
2BB
Legendary Creature - Human Soldier Warrior
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)

When Cao Ren, Wei Commander enters the battlefield, you lose 3 life.

Note:
2009-10-01 - Despite the similarities between horsemanship and flying, horsemanship doesn't interact with flying or reach.

Capashen Knight
1W
Creature - Human Knight
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)

{1}{W}: Capashen Knight gets +1/+0 until end of turn.

Capashen Standard
W
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1.

{2}, Sacrifice Capashen Standard: Draw a card.

Capashen Templar
2W
Creature - Human Knight
(2/2)
{W}: Capashen Templar gets +0/+1 until end of turn.

Capashen Unicorn
1W
Creature - Unicorn
(1/2)
{1}{W}, {TAP}, Sacrifice Capashen Unicorn: Destroy target artifact or enchantment.

Capricious Efreet
4RR
Creature - Efreet
(6/4)
At the beginning of your upkeep, choose target nonland permanent you control and up to two target nonland permanents you don't control. Destroy one of them at random.

Note:
2009-10-01 - If Capricious Efreet is the only nonland permanent you control when its ability triggers, you'll have to target it.
2009-10-01 - You may target zero, one, or two nonland permanents you don't control.
2009-10-01 - You target between one and three permanents as you put the ability on the stack. You don't randomly choose which one will be destroyed until the ability resolves. If one of those permanents has become an illegal target by then, you randomly choose between the remaining ones.
2009-10-01 - As the ability resolves, there is no time to react between the time a permanent is chosen at random and the time it's destroyed. If you want to put a regeneration shield on one of those permanents, or sacrifice it for some effect, or anything else, you must do so before the ability resolves (and before you know which one of the permanents will be chosen at random).
2013-07-01 - If one of the targets has indestructible, it can be chosen at random but nothing will happen to it if it is.

Capricious Sorcerer
2U
Creature - Human Wizard
(1/1)
{TAP}: Capricious Sorcerer deals 1 damage to target creature or player. Activate this ability only during your turn, before attackers are declared.

Note:
2013-09-20 - If a turn has multiple combat phases, the ability can only be activated before the beginning of the declare attackers step of the first combat phase in that turn.

Capsize
1UU
Instant
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.)

Return target permanent to its owner's hand.

Captain of the Mists
2U
Creature - Human Wizard
(2/3)
Whenever another Human enters the battlefield under your control, untap Captain of the Mists.

{1}{U}, {TAP}: You may tap or untap target permanent.

Captain of the Watch
4WW
Creature - Human Soldier
(3/3)
Vigilance (Attacking doesn't cause this creature to tap.)

Other Soldier creatures you control get +1/+1 and have vigilance.

When Captain of the Watch enters the battlefield, put three 1/1 white Soldier creature tokens onto the battlefield.

Note:
2009-10-01 - Captain of the Watch grants +1/+1 and vigilance to all other Soldier creatures you control, not just the ones its ability puts onto the battlefield.

Captain Sisay
2GW
Legendary Creature - Human Soldier
(2/2)
{TAP}: Search your library for a legendary card, reveal that card, and put it into your hand. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Captain's Call
3W
Sorcery
Put three 1/1 white Soldier creature tokens onto the battlefield.

Captain's Maneuver
XRW
Instant
The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.

Note:
2004-10-04 - If the second target is no longer on the battlefield, or if the second target is no longer a creature or player when the damage would be redirected, the damage is dealt to the first target as if this spell was not cast.
2004-10-04 - If the first target is no longer on the battlefield, then the damage will not be dealt at all, so it can't be redirected by this ability.

Captivating Glance
2U
Enchantment - Aura
Enchant creature

At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Note:
2007-10-01 - The ability triggers at the end of Captivating Glance's controller's turn. "You" refers to the controller of Captivating Glance, not the controller of the enchanted creature.
2007-10-01 - The opponent you clash with doesn't have to be the controller of the enchanted creature.
2007-10-01 - If you win the clash, you gain control of the enchanted creature (even if the other player won the clash too; this can happen if a split card is revealed). If you don't win the clash, the other player gains control of the enchanted creature (even if that player didn't win the clash either).
2007-10-01 - Captivating Glance's controller never changes as a result of this card.
2007-10-01 - Captivating Glance may cause a player to gain control of a creature he or she already controls. This layers a new control effect on that creature, but doing so rarely has any visible effect.
2007-10-01 - Captivating Glance's control-change effect continues to apply even if Captivating Glance leaves the battlefield.

Captivating Vampire
1BB
Creature - Vampire
(2/2)
Other Vampire creatures you control get +1/+1.

Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.

Note:
2010-08-15 - Since Captivating Vampire's activated ability doesn't have a tap symbol in its cost, you can tap a Vampire (including Captivating Vampire itself) that hasn't been under your control since your most recent turn began to pay the cost.
2010-08-15 - The effect of Captivating Vampire's activated ability has no duration. You retain control of the affected creature until the game ends, the creature leaves the battlefield, or a later effect causes someone else to gain control of it. It doesn't matter whether Captivating Vampire remains on the battlefield. Similarly, the affected creature remains a Vampire in addition to its other types until the game ends, the creature leaves the battlefield, or a later effect changes its types or subtypes.
2010-08-15 - Gaining control of a creature doesn't cause you gain control of any Auras or Equipment attached to it.

Captive Flame
2R
Enchantment
{R}: Target creature gets +1/+0 until end of turn.

Capture of Jingzhou
3UU
Sorcery
Take an extra turn after this one.

Captured Sunlight
2GW
Sorcery
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

You gain 4 life.

Note:
2009-05-01 - Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with Cascade.
2009-05-01 - When the Cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not your cast the last card exiled.
2009-05-01 - If a spell with Cascade is countered, the Cascade ability will still resolve normally.
2009-05-01 - You exile  the cards face-up. All players will be able to see them.
2009-05-01 - If you exile a split card with Cascade, check if at least one half of that split card has a converted mana cost that's less than the converted mana cost of the spell with cascade. If so, you can cast either half of that split card.
2009-05-01 - If you cast the last exiled card, you're casting it as a spell. It can be countered. If that card has cascade, the new spell's cascade ability will trigger, and you'll repeat the process for the new spell.
2009-05-01 - After you're done exiling cards and casting the last one if you chose to do so, the remaining exiled cards are randomly placed on the bottom of your library. Neither you nor any other player is allowed to know the order of those cards.

Carapace
G
Enchantment - Aura
Enchant creature

Enchanted creature gets +0/+2.

Sacrifice Carapace: Regenerate enchanted creature.

Note:
2004-10-04 - This leaves the battlefield when you activate its activated ability, but the enchanted creature won't be regenerated until the ability resolves. In the intervening time, the creature will no longer have the bonus that this had been giving it. This may cause the creature to be destroyed before the regeneration shield is created.

Carapace Forger
1G
Creature - Elf Artificer
(2/2)
Metalcraft - Carapace Forger gets +2/+2 as long as you control three or more artifacts.

Caravan Escort
W
Creature - Human Knight
(1/1)
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.)

LEVEL 1-4

2/2



LEVEL 5+

5/5

First strike

Note:
2010-06-15 - The abilities a leveler grants to itself don't overwrite any other abilities it may have. In particular, they don't overwrite the creature's level up ability; it always has that.
2010-06-15 - Effects that set a leveler's power or toughness to a specific value, including the effects from a level symbol's ability, apply in timestamp order. The timestamp of each level symbol's ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
2010-06-15 - Effects that modify a leveler's power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
2010-06-15 - If another creature becomes a copy of a leveler, all of the leveler's printed abilities -- including those represented by level symbols -- are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
2010-06-15 - A creature's level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.

Caravan Hurda
4W
Creature - Giant
(1/5)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Caravan Vigil
G
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

Morbid - You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn.

Note:
2011-09-22 - You can choose to put the basic land card into your hand even if a creature died the turn you cast Caravan Vigil.

Carbonize
2R
Instant
Carbonize deals 3 damage to target creature or player. That creature can't be regenerated this turn. If the creature would die this turn, exile it instead.

Cardboard Carapace
5G
Enchant Creature
For each other Cardboard Carapace card you have with you, enchanted creature gets +1/+1.

Errata: This does not count any Cardboard Carapace cards in play that you control or in your graveyard, hand, or library.

Cardpecker
1W
Creature - Bird
(1{1/2}/1)
Flying

Gotcha Whenever an opponent touches the table with his or her hand, you may say "Gotcha" If you do, return Cardpecker from your graveyard to your hand.

Careful Consideration
2UU
Instant
Target player draws four cards, then discards three cards. If you cast this spell during your main phase, instead that player draws four cards, then discards two cards.

Careful Study
U
Sorcery
Draw two cards, then discard two cards.

Caregiver
W
Creature - Human Cleric
(1/1)
{W}, Sacrifice a creature: Prevent the next 1 damage that would be dealt to target creature or player this turn.

Caress of Phyrexia
3BB
Sorcery
Target player draws three cards, loses 3 life, and gets three poison counters.

Caribou Range
2WW
Enchantment - Aura
Enchant land you control

Enchanted land has "{W}{W}, {TAP}: Put a 0/1 white Caribou creature token onto the battlefield."

Sacrifice a Caribou token: You gain 1 life.

Note:
2007-10-01 - You can only sacrifice a Caribou token to this, not any creature with the type Caribou.

Carnage Altar
2
Artifact
{3}, Sacrifice a creature: Draw a card.

Carnage Gladiator
2BR
Creature - Skeleton Warrior
(4/2)
Whenever a creature blocks, that creature's controller loses 1 life.

{1}{B}{R}: Regenerate Carnage Gladiator.

Note:
2013-04-15 - Carnage Gladiator's ability triggers whenever any creature blocks, regardless of who controls that creature or which creature it blocked.
2013-04-15 - If a creature somehow blocks multiple creatures (because it has the ability to block an additional creature, for example), Carnage Gladiator's ability triggers only once.

Carnage Wurm
6G
Creature - Wurm
(6/6)
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters the battlefield with three +1/+1 counters on it.)

Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Carnassid
4GG
Creature - Beast
(5/4)
Trample

{1}{G}: Regenerate Carnassid.

Carnifex Demon
4BB
Creature - Demon
(6/6)
Flying

Carnifex Demon enters the battlefield with two -1/-1 counters on it.

{B}, Remove a -1/-1 counter from Carnifex Demon: Put a -1/-1 counter on each other creature.

Note:
2011-01-01 - As Carnifex Demon's last ability resolves, you'll put a -1/-1 counter on each creature on the battlefield -- including creatures you control -- except for that Carnifex Demon.

Carnival Hellsteed
4BR
Creature - Nightmare Horse
(5/4)
First strike, haste

Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)

Note:
2013-04-15 - You make the choice to have the creature with unleash enter the battlefield with a +1/+1 counter or not as it's entering the battlefield. At that point, it's too late for a player to respond to the creature spell by trying to counter it, for example.
2013-04-15 - The unleash ability applies no matter where the creature is entering the battlefield from.
2013-04-15 - A creature with unleash can't block if it has any +1/+1 counter on it, not just one put on it by the unleash ability.
2013-04-15 - Putting a +1/+1 counter on a creature with unleash that's already blocking won't remove it from combat. It will continue to block.

Carnival of Souls
1B
Enchantment
Whenever a creature enters the battlefield, you lose 1 life and add {B} to your mana pool.

Note:
2004-10-04 - This is not optional.

Carnivorous Death-Parrot
1U
Creature - Bird
(2/2)
Flying

At the beginning of your upkeep, sacrifice Carnivorous Death-Parrot unless you say its flavor text.

Carnivorous Moss-Beast
4GG
Creature - Plant Elemental Beast
(4/5)
{5}{G}{G}: Put a +1/+1 counter on Carnivorous Moss-Beast.

Carnivorous Plant
3G
Creature - Plant Wall
(4/5)
Defender

Carnophage
B
Creature - Zombie
(2/2)
At the beginning of your upkeep, tap Carnophage unless you pay 1 life.

Carom
1W
Instant
The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead.

Draw a card.

Note:
2006-05-01 - If either target has left the battlefield before the damage would be dealt, that damage isn't redirected.
2006-05-01 - Carom's controller draws a card when Carom resolves, not when the damage is redirected.

Carpet of Flowers
G
Enchantment
At the beginning of each of your main phases, if you haven't added mana to your mana pool with this ability this turn, 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.

Note:
2004-10-04 - You can add less than X mana if you want, even zero.
2004-10-04 - You can target a different opponent each turn.
2004-10-04 - The ability is not a mana ability.

Carrier Pigeons
3W
Creature - Bird
(1/1)
Flying

When Carrier Pigeons enters the battlefield, draw a card at the beginning of the next turn's upkeep.

Carrion
1BB
Instant
As an additional cost to cast Carrion, sacrifice a creature.

Put X 0/1 black Insect creature tokens onto the battlefield, where X is the sacrificed creature's power.

Note:
2013-04-15 - You must sacrifice exactly one creature to cast this spell; you cannot cast it without sacrificing a creature, and you cannot sacrifice additional creatures.
2013-04-15 - Players can only respond once this spell has been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to prevent you from casting this spell.

Carrion Ants
2BB
Creature - Insect
(0/1)
{1}: Carrion Ants gets +1/+1 until end of turn.

Carrion Beetles
B
Creature - Insect
(1/1)
{2}{B}, {TAP}: Exile up to three target cards from a single graveyard.

Note:
2004-10-04 - If any of the targets are not there on resolution, the others are still affected.
2004-10-04 - You pick the 0, 1, 2, or 3 target cards on announcement.

Carrion Call
3G
Instant
Put two 1/1 green Insect creature tokens with infect onto the battlefield. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Note:
2011-01-01 - A player who has ten or more poison counters loses the game. This is a state-based action.
2011-01-01 - Infect's effect applies to any damage, not just combat damage.
2011-01-01 - The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.
2011-01-01 - Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
2011-01-01 - If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.
2011-01-01 - Damage from a source with infect affects planeswalkers normally.

Carrion Crow
2B
Creature - Zombie Bird
(2/2)
Flying (This creature can't be blocked except by creatures with flying or reach.)

Carrion Crow enters the battlefield tapped.

Carrion Feeder
B
Creature - Zombie
(1/1)
Carrion Feeder can't block.

Sacrifice a creature: Put a +1/+1 counter on Carrion Feeder.

Carrion Howler
3B
Creature - Zombie Wolf
(2/2)
Pay 1 life: Carrion Howler gets +2/-1 until end of turn.

Carrion Rats
B
Creature - Rat
(2/1)
Whenever Carrion Rats attacks or blocks, any player may exile a card from his or her graveyard. If a player does, Carrion Rats assigns no combat damage this turn.

Carrion Thrash
2BRG
Creature - Viashino Warrior
(4/4)
When Carrion Thrash dies, you may pay {2}. If you do, return another target creature card from your graveyard to your hand.

Note:
2008-10-01 - You choose a target when the ability triggers. You decide whether to pay {2} when the ability resolves.
2008-10-01 - If Carrion Thrash and another creature are put into a graveyard from the battlefield at the same time, you may target the other creature with Carrion Thrash's ability.

Carrion Wall
1BB
Creature - Wall
(3/2)
Defender (This creature can't attack.)

{1}{B}: Regenerate Carrion Wall.

Carrion Wurm
3BB
Creature - Zombie Wurm
(6/5)
Whenever Carrion Wurm attacks or blocks, any player may exile three cards from his or her graveyard. If a player does, Carrion Wurm assigns no combat damage this turn.

Carrionette
1B
Creature - Skeleton
(1/1)
{2}{B}{B}: Exile Carrionette and target creature unless that creature's controller pays {2}. Activate this ability only if Carrionette is in your graveyard.

Note:
2004-10-04 - Since it is exiled as part of the effect and not part of the cost, you can activate its ability more than once.
2004-10-04 - A creature with Protection from Creatures can't be targeted by this card's ability.

Carry Away
UU
Enchantment - Aura
Enchant Equipment

When Carry Away enters the battlefield, unattach enchanted Equipment.

You control enchanted Equipment.

Note:
2004-12-01 - Normally, gaining control of an Equipment doesn't change what it's attached to. However, Carry Away has a triggered ability that unattaches the Equipment from whatever it's attached to. The Equipment's new controller can activate its equip ability to move it onto a creature he or she controls.

Cartel Aristocrat
WB
Creature - Human Advisor
(2/2)
Sacrifice another creature: Cartel Aristocrat gains protection from the color of your choice until end of turn.

Note:
2013-01-24 - You choose the color when the ability resolves.

Cartographer
2G
Creature - Human
(2/2)
When Cartographer enters the battlefield, you may return target land card from your graveyard to your hand.

Carven Caryatid
1GG
Creature - Spirit
(2/5)
Defender (This creature can't attack.)

When Carven Caryatid enters the battlefield, draw a card.

Cascade Bluffs

Land
{TAP}: Add {1} to your mana pool.

({U|R}), {TAP}: Add {U}{U}, {U}{R}, or {R}{R} to your mana pool.

Cast into Darkness
1B
Enchantment - Aura
Enchant creature

Enchanted creature gets -2/-0 and can't block.

Cast Through Time
4UUU
Enchantment
Instant and sorcery spells you control have rebound. (Exile the spell as it resolves if you cast it from your hand. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)

Note:
2010-06-15 - If a spell with rebound that you cast from your hand is countered for any reason (due to a spell like Cancel, or because all of its targets are illegal), the spell doesn't resolve and rebound has no effect. The spell is simply put into your graveyard. You won't get to cast it again next turn.
2010-06-15 - If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent's hand due to Sen Triplets), rebound won't have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
2010-06-15 - If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves.
2010-06-15 - Rebound will have no effect on copies of spells because you don't cast them from your hand.
2010-06-15 - If you cast a spell with rebound from your hand and it resolves, it isn't put into your graveyard. Rather, it's exiled directly from the stack. Effects that care about cards being put into your graveyard won't do anything.
2010-06-15 - At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card's type (if it's a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
2010-06-15 - If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won't get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
2010-06-15 - If you cast a card from exile this way, it will go to your graveyard when it resolves or is countered. It won't go back to exile.
2010-06-15 - Multiple instances of rebound on the same spell are redundant.
2010-06-15 - The rebound effect is not optional. Each instant and sorcery spell you cast from your hand is exiled instead of being put into your graveyard as it resolves, whether you want it to be or not. Casting the spell during your next upkeep is optional, however.
2010-06-15 - If a spell moves itself into another zone as part of its resolution (as Arc Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't get a chance to apply.
2010-06-15 - If a spell you cast from your hand has both rebound and buyback (and the buyback cost was paid), you choose which effect to apply as it resolves.
2010-06-15 - You'll be able to cast a spell with flashback three times this way. First you can cast it from your hand. It will be exiled due to rebound as it resolves. Then you can cast it from exile due to rebound's delayed triggered ability. It will be put into your graveyard as it resolves. Then you can cast it from your graveyard due to flashback. It will be exiled due to flashback as it resolves.
2010-06-15 - For the rebound effect to happen, Cast Through Time needs to be on the battlefield as the spell _finishes_ resolving. For example, if you cast Warp World from your hand, and as part of its resolution it puts Cast Through Time onto the battlefield, Warp World will rebound. Conversely, if Warp World shuffles your Cast Through Time into your library as part of its resolution, and doesn't put another one onto the battlefield, it will not rebound.
2010-06-15 - If you cast an instant or sorcery spell from your hand and it's exiled due to rebound, the delayed triggered ability will allow you to cast it during your next upkeep even if Cast Through Time has left the battlefield by then.
2010-06-15 - If you cast a card from exile "without paying its mana cost," you can't pay any alternative costs. Any X in the mana cost will be 0. On the other hand, if the card has optional additional costs (such as kicker or multikicker), you may pay those when you cast the card. If the card has mandatory additional costs (such as Momentous Fall does), you must pay those if you choose to cast the card.
2010-06-15 - If a spell has restrictions on when it can be cast (for example, "Cast [this spell] only during the declare blockers step"), those restrictions may prevent you from casting it from exile during your upkeep.
2010-06-15 - If you cast a spell using the madness or suspend abilities, you're casting it from exile, not from your hand. Although those spells will have rebound, the ability won't have any effect.
2010-06-15 - Similarly, if you gain control of an instant or sorcery spell with Commandeer, it will have rebound, but the ability won't do anything because that spell wasn't cast from your hand.

Castigate
WB
Sorcery
Target opponent reveals his or her hand. You choose a nonland card from it and exile that card.

Casting of Bones
2B
Enchantment - Aura
Enchant creature

When enchanted creature dies, draw three cards, then discard one of them.

Castle
3W
Enchantment
Untapped creatures you control get +0/+2.

Castle Raptors
4W
Creature - Bird Soldier
(3/3)
Flying

As long as Castle Raptors is untapped, it gets +0/+2.

Castle Sengir

Land
{TAP}: Add {1} to your mana pool.



{1}, {TAP}: Add {B} to your mana pool.



{2}, {TAP}: Add {U} or {R} to your mana pool.

Cat Burglar
3B
Creature - Kor Rogue Minion
(2/2)
{2}{B}, {TAP}: Target player discards a card. Activate this ability only any time you could cast a sorcery.

Cat Warriors
1GG
Creature - Cat Warrior
(2/2)
Forestwalk

Cataclysm
2WW
Sorcery
Each player chooses from the permanents he or she controls an artifact, a creature, an enchantment, and a land, then sacrifices the rest.

Note:
2004-10-04 - If you control a permanent with more than one type, you can choose that same permanent for more than one of the choices if you want to. This makes it possible to select an artifact creature as both your artifact and creature, and then select a land and thereby keep only two cards.
2004-10-04 - If you control a permanent with more than one type, you can choose that permanent to be the representative of either type. This makes it possible to have more than one creature (or other permanent type) on the battlefield. For example, if you select a creature for your creature and an artifact creature for your artifact, you get to keep both of these creatures.
2004-10-04 - The permanents to save are chosen on resolution. You do not choose them when casting the spell.
2004-10-04 - The current player makes their choices before the other player. After both players make choices, all the sacrifices are done simultaneously.
2014-02-01 - Each permanent not chosen by a player will be sacrificed. If a permanent has none of the listed types (for example, a Planeswalker with no other types), it can't be chosen.

Catacomb Dragon
4BB
Creature - Dragon
(4/4)
Flying

Whenever Catacomb Dragon becomes blocked by a nonartifact, non-Dragon creature, that creature gets -X/-0 until end of turn, where X is half the creature's power, rounded down.

Catacomb Slug
4B
Creature - Slug
(2/6)


Catalog
2U
Instant
Draw two cards, then discard a card.

Catalyst Stone
2
Artifact
Flashback costs you pay cost up to {2} less.

Flashback costs your opponents pay cost {2} more.

Catapult Master
3WW
Creature - Human Soldier
(3/3)
Tap five untapped Soldiers you control: Exile target creature.

Note:
2004-10-04 - Since the ability does not have the {Tap} symbol, you can use the ability before this creature begins a turn under your control.
2004-10-04 - It can tap itself but is not required to do so.

Catapult Squad
1W
Creature - Human Soldier
(2/1)
Tap two untapped Soldiers you control: Catapult Squad deals 2 damage to target attacking or blocking creature.

Note:
2004-10-04 - Since the ability does not have the {Tap} symbol, you can use the ability before this creature begins a turn under your control.
2004-10-04 - It can tap itself but is not required to do so.

Catastrophe
4WW
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.

Note:
2004-10-04 - You choose land or creatures when the spell resolves.

Cateran Brute
2B
Creature - Horror Mercenary
(2/2)
{2}, {TAP}: Search your library for a Mercenary permanent card with converted mana cost 2 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Cateran Enforcer
3BB
Creature - Horror Mercenary
(4/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

{4}, {TAP}: Search your library for a Mercenary permanent card with converted mana cost 4 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Cateran Kidnappers
2BB
Creature - Human Mercenary
(4/2)
{3}, {TAP}: Search your library for a Mercenary permanent card with converted mana cost 3 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Cateran Overlord
4BBB
Creature - Horror Mercenary
(7/5)
Sacrifice a creature: Regenerate Cateran Overlord.

{6}, {TAP}: Search your library for a Mercenary permanent card with converted mana cost 6 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Cateran Persuader
BB
Creature - Human Mercenary
(2/1)
{1}, {TAP}: Search your library for a Mercenary permanent card with converted mana cost 1 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Cateran Slaver
4BB
Creature - Horror Mercenary
(5/5)
Swampwalk

{5}, {TAP}: Search your library for a Mercenary permanent card with converted mana cost 5 or less and put it onto the battlefield. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Cateran Summons
B
Sorcery
Search your library for a Mercenary card, reveal that card, and put it into your hand. Then shuffle your library.

Note:
2004-10-04 - Because the "search" requires you to find a card with certain characteristics, you don't have to find the card if you don't want to.

Caterwauling Boggart
3R
Creature - Goblin Shaman
(2/2)
Each Goblin you control can't be blocked except by two or more creatures.

Each Elemental you control can't be blocked except by two or more creatures.

Note:
2007-10-01 - Each creature you control that's both a Goblin and an Elemental can't be blocked except by two or more creatures (as opposed to four or more creatures).

Cathars' Crusade
3WW
Enchantment
Whenever a creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.

Note:
2012-05-01 - The creature that entered the battlefield and caused the ability to trigger will also get a +1/+1 counter, provided it's still on the battlefield when the ability resolves.

Cathartic Adept
U
Creature - Human Wizard
(1/1)
{TAP}: Target player puts the top card of his or her library into his or her graveyard.

Cathedral Membrane
1(P|W)
Artifact Creature - Wall
(0/3)
(({P|W}) can be paid with either {W} or 2 life.)

Defender

When Cathedral Membrane dies during combat, it deals 6 damage to each creature it blocked this combat.

Note:
2011-06-01 - A card with Phyrexian mana symbols in its mana cost is each color that appears in that mana cost, regardless of how that cost may have been paid.
2011-06-01 - To calculate the converted mana cost of a card with Phyrexian mana symbols in its cost, count each Phyrexian mana symbol as 1.
2011-06-01 - As you cast a spell or activate an activated ability with one or more Phyrexian mana symbols in its cost, you choose how to pay for each Phyrexian mana symbol at the same time you would choose modes or choose a value for X.
2011-06-01 - If you're at 1 life or less, you can't pay 2 life.
2011-06-01 - Phyrexian mana is not a new color. Players can't add Phyrexian mana to their mana pools.
2011-06-01 - Cathedral Membrane's ability will trigger no matter why it's put into a graveyard during the combat phase, not just because of combat damage.

Cathedral of Serra

Land
White legendary creatures you control have "bands with other legendary creatures." (Any legendary creatures can attack in a band as long as at least one has "bands with other legendary creatures." Bands are blocked as a group. If at least two legendary creatures you control, one of which has "bands with other legendary creatures," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Cathedral of War

Land
Cathedral of War enters the battlefield tapped.

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

{TAP}: Add {1} to your mana pool.

Cathedral Sanctifier
W
Creature - Human Cleric
(1/1)
When Cathedral Sanctifier enters the battlefield, you gain 3 life.

Cathodion
3
Artifact Creature - Construct
(3/3)
When Cathodion dies, add {3} to your mana pool.

Note:
2004-10-04 - The ability is never a mana ability.
2011-01-25 - You get the mana whether you want it or not. If you don't spend it, it will disappear at the end of the current step (or phase).

Cauldron Dance
4BR
Instant
Cast Cauldron Dance only during combat.

Return target creature card from your graveyard to the battlefield. That creature gains haste. Return it to your hand at the beginning of the next end step.

You may put a creature card from your hand onto the battlefield. That creature gains haste. Its controller sacrifices it at the beginning of the next end step.

Note:
2004-10-04 - If the targeted creature card in the graveyard is removed before resolution, this spell will be countered since its only target will be invalid.
2004-10-04 - You can cast this spell when you have no creature card in your hand. If this happens, simply ignore that part of the spell. You still put the graveyard creature onto the battlefield and still return it to your hand at the beginning of the end step.
2004-10-04 - You must have a creature in your graveyard to cast this spell since it requires a valid target.

Cauldron Haze
1(W|B)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Note:
2008-08-01 - If a nontoken creature that gains persist this way is put into a graveyard, that card will be returned to the battlefield with a -1/-1 counter on it. However, because it's a new object with no relation to its previous existence, that permanent will not have persist.
2008-08-01 - If a creature has multiple instances of persist, the result is largely the same as having just one instance of persist. When the creature is put into a graveyard, each persist ability will trigger. The first one to resolve will return the creature to the battlefield with a -1/-1 counter on it. The rest will do nothing.
2013-06-07 - If a creature with persist stops being a creature, persist will still work.
2013-06-07 - The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
2013-06-07 - If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
2013-06-07 - If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
2013-06-07 - When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
2013-06-07 - If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of his or her persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
2013-06-07 - If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.

Cauldron of Souls
5
Artifact
{TAP}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Note:
2008-05-01 - If a nontoken creature that gains persist this way is put into a graveyard, that card will be returned to the battlefield with a -1/-1 counter on it. However, because it's a new object with no relation to its previous existence, the returned creature will not have persist.
2013-06-07 - If a creature with persist stops being a creature, persist will still work.
2013-06-07 - The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
2013-06-07 - If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
2013-06-07 - If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
2013-06-07 - When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
2013-06-07 - If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of his or her persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
2013-06-07 - If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.

Caustic Crawler
3BB
Creature - Insect
(4/3)
Landfall - Whenever a land enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.

Note:
2010-03-01 - The landfall ability triggerss whenever a land enters the battlefield under your control for any reason. It triggers whenever you play a land, as well as whenever a spell or ability (such as Rampant Growth) causes you to put a land onto the battlefield under your control. It will even trigger when a spell or ability causes another player to put a land onto the battlefield under your control (as can happen with Yavimaya Dryad's ability, for example).
2010-03-01 - When a land enters the battlefield under your control, each landfall ability of the permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one that resolves.

Caustic Hound
5B
Creature - Hound
(4/4)
When Caustic Hound dies, each player loses 4 life.

Caustic Rain
2BB
Sorcery
Exile target land.

Caustic Tar
4BB
Enchantment - Aura
Enchant land

Enchanted land has "{TAP}: Target player loses 3 life."

Caustic Wasps
2G
Creature - Insect
(1/1)
Flying

Whenever Caustic Wasps deals combat damage to a player, you may destroy target artifact that player controls.

Cautery Sliver
RW
Creature - Sliver
(2/2)
All Slivers have "{1}, Sacrifice this permanent: This permanent deals 1 damage to target creature or player."

All Slivers have "{1}, Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target Sliver creature or player this turn."

Note:
2007-02-01 - Note that the first ability can affect any kind of creature, but the second ability can affect only Slivers. Both abilities can affect players.
2013-07-01 - Abilities that Slivers grant, as well as power/toughness boosts, are cumulative. However, for some abilities, like flying, having more than one instance of the ability doesn't provide any additional benefit.
2013-07-01 - If the creature type of a Sliver changes so it's no longer a Sliver, it will no longer be affected by its own ability. Its ability will continue to affect other Sliver creatures.

Cavalry Master
2WW
Creature - Human Knight
(3/3)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)

Note:
2006-09-25 - Cavalry Master adds only one instance of flanking per creature, even if that creature already has multiple instances of flanking.
2006-09-25 - If a creature without flanking is given flanking by another effect, then this ability will grant a second instance. Similarly, if a creature loses flanking, then it won't get the Calvary Master instance either.

Cavalry Pegasus
1W
Creature - Pegasus
(1/1)
Flying

Whenever Cavalry Pegasus attacks, each attacking Human gains flying until end of turn.

Note:
2013-09-15 - Once the triggered ability resolves, the attacking Humans will continue to have flying even if Cavalry Pegasus leaves the battlefield.
2013-09-15 - The attacking Humans gain flying before blockers are declared.

Cave People
1RR
Creature - Human
(1/4)
Whenever Cave People attacks, it gets +1/-2 until end of turn.

{1}{R}{R}, {TAP}: Target creature gains mountainwalk until end of turn.

Cave Sense
1R
Enchantment - Aura
Enchant creature

Enchanted creature gets +1/+1 and has mountainwalk.

Cave Tiger
2G
Creature - Cat
(2/2)
Whenever Cave Tiger becomes blocked by a creature, Cave Tiger gets +1/+1 until end of turn.

Cave-In
3RR
Sorcery
You may exile a red card from your hand rather than pay Cave-In's mana cost.

Cave-In deals 2 damage to each creature and each player.

Cavern Crawler
2R
Creature - Insect
(0/3)
Mountainwalk

{R}: Cavern Crawler gets +1/-1 until end of turn.

Cavern Harpy
UB
Creature - Harpy Beast
(2/1)
Flying

When Cavern Harpy enters the battlefield, return a blue or black creature you control to its owner's hand.

Pay 1 life: Return Cavern Harpy to its owner's hand.

Note:
2004-10-04 - You choose the creature to return on resolution of the triggered ability. This is not targeted.

Cavern Lampad
3B
Enchantment Creature - Nymph
(2/2)
Bestow {5}{B} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Intimidate

Enchanted creature gets +2/+2 and has intimidate.

Note:
2013-09-15 - You don't choose whether the spell is going to be an Aura spell or not until the spell is already on the stack. Abilities that affect when you can cast a spell, such as flash, will apply to the creature card in whatever zone you're casting it from. For example, an effect that said you can cast creature spells as though they have flash will allow you to cast a creature card with bestow as an Aura spell anytime you could cast an instant.
2013-09-15 - On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
2013-09-15 - Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
2013-09-15 - Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
2013-09-15 - If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
2013-09-15 - Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
2013-09-15 - An Aura that becomes a creature is no longer put into its owner's graveyard as a state-based action. Rather, it becomes unattached and remains on the battlefield as long as it's a creature. While it's a creature, it can't be attached to another permanent or player. An Aura that's not attached to a legal permanent or player as defined by its enchant ability and also isn't a creature will be put into its owner's graveyard as a state-based action.

Cavern of Souls

Land
As Cavern of Souls enters the battlefield, choose a creature type.

{TAP}: Add {1} to your mana pool.

{TAP}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Note:
2012-05-01 - You must choose an existing _Magic_ creature type, such as Zombie or Warrior. Card types such as artifact can't be chosen.
2012-05-01 - The spell can't be countered if the mana produced by Cavern of Souls is spent to cover any cost of the spell, even an additional cost such as a kicker cost. This is true even if you use the mana to pay an additional cost while casting a spell "without paying its mana cost."

Cavern Thoctar
5G
Creature - Beast
(5/5)
{1}{R}: Cavern Thoctar gets +1/+0 until end of turn.

Caverns of Despair
2RR
World Enchantment
No more than two creatures can attack each combat.

No more than two creatures can block each combat.

Note:
2008-10-01 - This has the supertype world. When a world permanent enters the battlefield, any world permanents that were already on the battlefield are put into their owners' graveyards. This is a state-based action called the "world rule." The new world permanent stays on the battlefield. If two world permanents enter the battlefield at the same time, they're both put into their owners' graveyards.

Caves of Koilos

Land
{TAP}: Add {1} to your mana pool.

{TAP}: Add {W} or {B} to your mana pool. Caves of Koilos deals 1 damage to you.

Cease-Fire
2W
Instant
Target player can't cast creature spells this turn.

Draw a card.

Note:
2004-10-04 - This spell will not counter any creature spells on the stack. It only prevents new creature spells from being cast after it resolves.

Ceaseless Searblades
3R
Creature - Elemental Warrior
(2/4)
Whenever you activate an ability of an Elemental, Ceaseless Searblades gets +1/+0 until end of turn.

Note:
2007-10-01 - This triggers whenever you activate an activated ability of an Elemental permanent, but not when you activate an activated ability of an Elemental source that's not on the battlefield.

Celestial Ancient
3WW
Creature - Elemental
(3/3)
Flying

Whenever you cast an enchantment spell, put a +1/+1 counter on each creature you control.

Celestial Archon
3WW
Enchantment Creature - Archon
(4/4)
Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Flying, first strike

Enchanted creature gets +4/+4 and has flying and first strike.

Note:
2013-09-15 - You don't choose whether the spell is going to be an Aura spell or not until the spell is already on the stack. Abilities that affect when you can cast a spell, such as flash, will apply to the creature card in whatever zone you're casting it from. For example, an effect that said you can cast creature spells as though they have flash will allow you to cast a creature card with bestow as an Aura spell anytime you could cast an instant.
2013-09-15 - On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
2013-09-15 - Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
2013-09-15 - Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
2013-09-15 - If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
2013-09-15 - Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
2013-09-15 - An Aura that becomes a creature is no longer put into its owner's graveyard as a state-based action. Rather, it becomes unattached and remains on the battlefield as long as it's a creature. While it's a creature, it can't be attached to another permanent or player. An Aura that's not attached to a legal permanent or player as defined by its enchant ability and also isn't a creature will be put into its owner's graveyard as a state-based action.

Celestial Colonnade

Land
Celestial Colonnade enters the battlefield tapped.

{TAP}: Add {W} or {U} to your mana pool.

{3}{W}{U}: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.

Note:
2010-03-01 - A land that becomes a creature may be affected by "summoning sickness." You can't attack with it or use any of its {T} abilities (including its mana abilities) unless it began your most recent turn on the battlefield under your control. Note that summoning sickness cares about when that permanent came under your control, not when it became a creature.
2010-03-01 - When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
2010-03-01 - The enchanted permanent will be both a land and a creature and can be affected by anything that affects either a land or a creature.
2010-03-01 - When a land becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
2010-03-01 - An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.
2010-03-01 - An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature (due to a Zendikon already enchanting it or its animation ability resolving earlier in the turn, for example), this will overwrite the previous effect that set its power and toughness. Effects that modified its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
2010-03-01 - If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.
2010-03-01 - If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.

Celestial Convergence
2WW
Enchantment
Celestial Convergence enters the battlefield with seven omen counters on it.

At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.

Celestial Crusader
2WW
Creature - Spirit
(2/2)
Flash (You may cast this spell any time you could cast an instant.)

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)

Flying

Other white creatures get +1/+1.

Note:
2013-06-07 - Players still get priority while a card with split second is on the stack.
2013-06-07 - Split second doesn't prevent players from activating mana abilities.
2013-06-07 - Split second doesn't prevent triggered abilities from triggering. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
2013-06-07 - Split second doesn't prevent players from performing special actions. Notably, players may turn face-down creatures face up while a spell with split second is on the stack.
2013-06-07 - Casting a spell with split second won't affect spells and abilities that are already on the stack.
2013-06-07 - If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.

Celestial Dawn
1WW
Enchantment
Lands you control are Plains.

Nonland cards you own that aren't on the battlefield, spells you control, and nonland permanents you control are white.

You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

Note:
2004-10-04 - The effect to turn all your non-land cards (including artifacts) white is the effect of a static ability. Thus, a color change on a permanent prior to Celestial Dawn entering the battlefield will be overridden by Celestial Dawn's effect.
2004-10-04 - Celestial Dawn does not change the type of lands which are not on the battlefield. Lands not on the battlefield are what they say they are.
2004-10-04 - Will not add or remove Snow Supertype from a land.
2004-10-04 - You may use a different color mana than the color required for spells and abilities that require a specific color. If you do, and the spell or ability checks the actual color of the mana, it can tell the difference.
2004-10-04 - If you pay white mana to activate an ability that can only be activated by spending another color of mana, then any limitations on activating the ability (such as the number of times it can be activated each turn) still apply as if you spent the proper color.
2004-10-04 - Celestial Dawn no longer changes mana symbols on cards.
2006-09-25 - Mana produced by spells you control and nonland permanents you control isn't affected by Celestial Dawn. Llanowar Elves will produce {G}, for example. However, any colored mana may be spent only on the colorless part of costs.
2006-09-25 - Land cards you own that aren't on the battlefield aren't changed to Plains.
2006-09-25 - If you have nonwhite mana in your mana pool when Celestial Dawn enters the battlefield, it remains there but you can spend it only on the colorless part of costs.
2006-09-25 - "Enters the battlefield" triggered abilities of lands you play won't trigger since the lands will enter the battlefield as Plains. Effects that modify how those lands enter the battlefield, however, will still work. For example, if you play a Dimir Aqueduct, it will enter the battlefield tapped as a Plains, but you won't return a land to your hand.
2006-09-25 - If you use a text-changing effect such as Mind Bend on Celestial Dawn to change the word "Plains" to a different land type, your lands are all of that new land type, and they will produce mana of the appropriate color for that type.
2006-09-25 - If a permanent enters the battlefield while Celestial Dawn is on the battlefield, and then Celestial Dawn leaves the battlefield, the permanent's color will revert to the colors in its mana cost.

Celestial Flare
WW
Instant
Target player sacrifices an attacking or blocking creature.

Note:
2013-07-01 - Celestial Flare targets only a player, not any creature. A creature with hexproof or protection from white can be sacrificed this way.
2013-07-01 - If the player sacrifices a blocking creature, any attacking creature it was blocking remains blocked. Unless that attacking creature has trample or is being blocked by another creature, it won't assign or deal combat damage.
2013-07-01 - Creatures continue to be attacking or blocking creatures through the end of combat step. It is possible to cast Celestial Flare within combat but after combat damage is dealt (specifically, during the combat damage step or the end of combat step). Only attacking and blocking creatures that survived combat damage can be sacrificed at this time.

Celestial Force
5WWW
Creature - Elemental
(7/7)
At the beginning of each upkeep, you gain 3 life.

Note:
2011-09-22 - In a Two-Headed Giant game, this ability triggers once at the beginning of each team's upkeep.

Celestial Gatekeeper
3WW
Creature - Bird Cleric
(2/2)
Flying

When Celestial Gatekeeper dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.

Note:
2004-10-04 - You can choose to target this card as one of the two Bird and/or Cleric cards. If you do, it gets exiled and does not get returned to the battlefield.

Celestial Kirin
2WW
Legendary Creature - Kirin Spirit
(3/3)
Flying

Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's converted mana cost.

Note:
2005-06-01 - If the Spirit or Arcane spell has {X} in the mana cost, then you use the value of {X} on the stack.  For example, Shining Shoal costs {X}{W}{W}. If you choose X = 2, then Shining Shoal's converted mana cost is 4. Shining Shoal also has an ability that says "You may exile a white card with converted mana cost X from your hand rather than pay Shining Shoal's mana cost"; if you choose to pay the alternative cost and exile a card with converted mana cost 2, then X is 2 while Shining Shoal is on the stack and its converted mana cost is 4.

Celestial Mantle
3WWW
Enchantment - Aura
Enchant creature

Enchanted creature gets +3/+3.

Whenever enchanted creature deals combat damage to a player, double its controller's life total.

Note:
2009-10-01 - At the time the ability triggers, determine which creature Celestial Mantle is enchanting. As the ability resolves, determine who currently controls that creature (or, if it's no longer on the battlefield, determine who controlled it when it left). That's the player whose life total is doubled. It doesn't matter who controls Celestial Mantle, who controlled the creature at the time the ability triggered, or what creature Celestial Mantle enchants at the time the ability resolves.
2009-10-01 - If a creature dealing combat damage at the same time as the enchanted creature has lifelink, the life gained due to lifelink happens before Celestial Mantle's triggered ability resolves.
2009-10-01 - If the enchanted creature's controller has a life total below 0 (which is possible if that player controls Platinum Angel, for example), Celestial Mantle's triggered ability multiplies that number by two. For example, if the player had -4 life, that player's life total becomes -8.
2009-10-01 - If a player's life total is doubled, that player actually gains or loses the necessary amount of life. For example, if the life total of the enchanted creature's controller is 14 when Celestial Mantle's triggered ability resolves, the ability causes that player to gain 14 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
2010-06-15 - In a Two-Headed Giant game, Celestial Mantle's essentially doubles the team's life-total. Specifically, the triggered ability will affect one player's life total, and then the team's life total is adjusted by the amount of life the player gains as a result of this ability. Suppose a creature enchanted by Celestial Mantle deals combat damage to an opponent, and that creature's controller's team has 11 life. That player then has 11 life, so it's doubled to 22, for a net gain of 11 life. The team's life total becomes 22 (11 + 11).

Celestial Prism
3
Artifact
{2}, {TAP}: Add one mana of any color to your mana pool.

Celestial Purge
1W
Instant
Exile target black or red permanent.

Note:
2009-10-01 - Lands are colorless (even if their frames have some colored elements to them). You can't target a Swamp, a Mountain, or any other land with Celestial Purge (unless some other effect has turned that land black or red).

Celestial Sword
6
Artifact
{3}, {TAP}: Target creature you control gets +3/+3 until end of turn. Its controller sacrifices it at the beginning of the next end step.

Cellar Door
2
Artifact
{3}, {TAP}: Target player puts the bottom card of his or her library into his or her graveyard. If it's a creature card, you put a 2/2 black Zombie creature token onto the battlefield.

Cemetery Gate
2B
Creature - Wall
(0/5)
Defender (This creature can't attack.)

Protection from black

Cemetery Puca
1(U|B)(U|B)
Creature - Shapeshifter
(1/2)
Whenever a creature dies, you may pay {1}. If you do, Cemetery Puca becomes a copy of that creature and gains this ability.

Note:
2008-05-01 - This effect has no duration. If you use the ability, Cemetery Puca will remain a copy of the creature until it leaves the battlefield or you use the ability again. If it becomes a copy of a different creature card, the new copy will overwrite the old copy.
2008-05-01 - Cemetery Puca copies the printed values of the creature, plus any copy effects that have been applied to it. It won't copy other effects that have changed the creature's power, toughness, types, color, or so on. It also won't copy counters on the creature (it'll just retain the counters it already has).
2008-05-01 - If Cemetery Puca becomes a copy of a token, it copies the original characteristics of that token as stated by the effect that put it onto the battlefield. It does not become a token.
2008-05-01 - Cemetery Puca's ability isn't targeted. It can copy a creature with shroud or protection.
2008-05-01 - If multiple creatures are put into their owners' graveyards at the same time, Cemetery Puca's ability will trigger once for each of those creatures. You choose the order that those abilities will resolve. It's possible to pay {1}, have Cemetery Puca become a copy of something, activate an activated ability of that creature, then pay {1} again, for example. It will end up a copy of the last creature card paid for.

Cemetery Reaper
1BB
Creature - Zombie
(2/2)
Other Zombie creatures you control get +1/+1.

{2}{B}, {TAP}: Exile target creature card from a graveyard. Put a 2/2 black Zombie creature token onto the battlefield.

Note:
2009-10-01 - Cemetery Reaper grants +1/+1 to all other Zombie creatures you control, not just the ones its ability puts onto the battlefield.
2009-10-01 - The creature card in a graveyard is exiled as part of the activated ability's effect, not as a cost. If that card has left the graveyard by the time the ability would resolve, the ability is countered and you don't get a Zombie token.

Cenn's Enlistment
3W
Sorcery
Put two 1/1 white Kithkin Soldier creature tokens onto the battlefield.

Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Note:
2008-08-01 - Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You're casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
2008-08-01 - A retrace card cast from your graveyard follows the normal timing rules for its card type.
2008-08-01 - When a retrace card you cast from your graveyard resolves or is countered, it's put back into your graveyard. You may use the retrace ability to cast it again.
2008-08-01 - If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so he or she can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it's still in the graveyard.

Cenn's Heir
1W
Creature - Kithkin Soldier
(1/1)
Whenever Cenn's Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.

Cenn's Tactician
W
Creature - Kithkin Soldier
(1/1)
{W}, {TAP}: Put a +1/+1 counter on target Soldier creature.

Each creature you control with a +1/+1 counter on it can block an additional creature.

Note:
2008-04-01 - The second ability is cumulative. That is, each creature you control with any +1/+1 counters on it can block an additional creature for each Cenn's Tactician you control. Cenn's Tactician doesn't care whether the creature has any +1/+1 counters on it beyond the first.

Censorship
U
Enchantment
When Censorship comes into play, choose a CENSORED word.

Whenever any CENSORED player says the chosen CENSORED word, Censorship deals 2 CENSORED damage to him or her.

Centaur Archer
1RG
Creature - Centaur Archer
(3/2)
{TAP}: Centaur Archer deals 1 damage to target creature with flying.

Centaur Battlemaster
3GG
Creature - Centaur Warrior
(3/3)
Heroic - Whenever you cast a spell that targets Centaur Battlemaster, put three +1/+1 counters on Centaur Battlemaster.

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.

Centaur Chieftain
3G
Creature - Centaur
(3/3)
Haste

Threshold - As long as seven or more cards are in your graveyard, Centaur Chieftain has "When Centaur Chieftain enters the battlefield, creatures you control get +1/+1 and gain trample until end of turn."

Centaur Courser
2G
Creature - Centaur Warrior
(3/3)


Centaur Garden

Land
{TAP}: Add {G} to your mana pool. Centaur Garden deals 1 damage to you.

Threshold - {G}, {TAP}, Sacrifice Centaur Garden: Target creature gets +3/+3 until end of turn. Activate this ability only if seven or more cards are in your graveyard.

Centaur Glade
3GG
Enchantment
{2}{G}{G}: Put a 3/3 green Centaur creature token onto the battlefield.

Centaur Healer
1GW
Creature - Centaur Cleric
(3/3)
When Centaur Healer enters the battlefield, you gain 3 life.

Centaur Omenreader
3G
Snow Creature - Centaur Shaman
(3/3)
As long as Centaur Omenreader is tapped, creature spells you cast cost {2} less to cast.

Centaur Rootcaster
3G
Creature - Centaur Druid
(2/2)
Whenever Centaur Rootcaster deals combat damage to a player, you may search your library for a basic land card and put that card onto the battlefield tapped. If you do, shuffle your library.

Centaur Safeguard
2(G|W)
Creature - Centaur Warrior
(3/1)
(({G|W}) can be paid with either {G} or {W}.)

When Centaur Safeguard dies, you may gain 3 life.

Centaur Veteran
5G
Creature - Centaur
(3/3)
Trample

{G}, Discard a card: Regenerate Centaur Veteran.

Centaur's Herald
G
Creature - Elf Scout
(0/1)
{2}{G}, Sacrifice Centaur's Herald: Put a 3/3 green Centaur creature token onto the battlefield.

Note:
2012-10-01 - Once you activate the ability of Centaur's Herald, it's too late for a player to respond by trying to destroy it or otherwise stop you from sacrificing it.
2012-10-01 - You can only sacrifice Centaur's Herald once, so it's not possible to activate its ability more than once.

Cephalid Aristocrat
4U
Creature - Cephalid
(3/3)
Whenever Cephalid Aristocrat becomes the target of a spell or ability, put the top two cards of your library into your graveyard.

Cephalid Broker
3U
Creature - Cephalid
(2/2)
{TAP}: Target player draws two cards, then discards two cards.

Cephalid Coliseum

Land
{TAP}: Add {U} to your mana pool. Cephalid Coliseum deals 1 damage to you.

Threshold - {U}, {TAP}, Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate this ability only if seven or more cards are in your graveyard.

Cephalid Constable
1UU
Creature - Cephalid Wizard
(1/1)
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.

Cephalid Illusionist
1U
Creature - Cephalid Wizard
(1/1)
Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard.

{2}{U}, {TAP}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.

Cephalid Inkshrouder
2U
Creature - Cephalid
(2/1)
Discard a card: Cephalid Inkshrouder gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)

Cephalid Looter
2U
Creature - Cephalid Rogue
(2/1)
{TAP}: Target player draws a card, then discards a card.

Cephalid Pathmage
2U
Creature - Cephalid Wizard
(1/2)
Cephalid Pathmage can't be blocked.

{TAP}, Sacrifice Cephalid Pathmage: Target creature can't be blocked this turn.

Cephalid Retainer
2UU
Creature - Cephalid
(2/3)
{U}{U}: Tap target creature without flying.

Cephalid Sage
3U
Creature - Cephalid
(2/3)
Threshold - As long as seven or more cards are in your graveyard, Cephalid Sage has "When Cephalid Sage enters the battlefield, draw three cards, then discard two cards."

Cephalid Scout
1U
Creature - Cephalid Wizard Scout
(1/1)
Flying

{2}{U}, Sacrifice a land: Draw a card.

Cephalid Shrine
1UU
Enchantment
Whenever a player casts a spell, counter that spell unless that player pays {X}, where X is the number of cards in all graveyards with the same name as the spell.

Cephalid Snitch
1U
Creature - Cephalid Wizard
(1/1)
Sacrifice Cephalid Snitch: Target creature loses protection from black until end of turn.

Cephalid Vandal
1U
Creature - Cephalid Rogue
(1/1)
At the beginning of your upkeep, put a shred counter on Cephalid Vandal. Then put the top card of your library into your graveyard for each shred counter on Cephalid Vandal.

Cerebral Eruption
2RR
Sorcery
Target opponent reveals the top card of his or her library. Cerebral Eruption deals damage equal to the revealed card's converted mana cost to that player and each creature he or she controls. If a land card is revealed this way, return Cerebral Eruption to its owner's hand.

Note:
2011-01-01 - If the targeted opponent is an illegal target by the time Cerebral Eruption resolves, the spell is countered. No cards will be revealed and no damage will be dealt.
2011-01-01 - Once the card is revealed, it's too late for players to respond. The targeted opponent can't, for example, see how much damage will be dealt, then cast a damage prevention spell or activate a regeneration ability. All such actions must be done before Cerebral Eruption starts to resolve.
2011-01-01 - The converted mana cost of the revealed card is determined solely by the mana symbols printed in its upper right corner. The converted mana cost is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has converted mana cost 5.
2011-01-01 - If the mana cost of the revealed card includes {X}, X is considered to be 0.
2011-01-01 - If the revealed card has no mana symbols in its upper right corner (because it's a land card, for example), its converted mana cost is 0.
2011-01-01 - If a land card is revealed this way, Cerebral Eruption is returned to its owner's hand from the stack. It finishes resolving, but it isn't put into the graveyard.

Cerebral Vortex
1UR
Instant
Target player draws two cards, then Cerebral Vortex deals damage to that player equal to the number of cards he or she has drawn this turn.

Ceremonial Guard
2R
Creature - Human Soldier
(3/4)
When Ceremonial Guard attacks or blocks, destroy it at end of combat.

Cerodon Yearling
RW
Creature - Beast
(2/2)
Vigilance, haste

Cerulean Sphinx
4UU
Creature - Sphinx
(5/5)
Flying

{U}: Cerulean Sphinx's owner shuffles it into his or her library.

Cerulean Wisps
U
Instant
Target creature becomes blue until end of turn. Untap that creature.

Draw a card.

Note:
2008-05-01 - An effect that changes a permanent's colors overwrites all its old colors unless it specifically says "in addition to its other colors." For example, after Cerulean Wisps resolves, the affected creature will just be blue. It doesn't matter what colors it used to be (even if, for example, it used to be blue and black).
2008-05-01 - Changing a permanent's color won't change its text. If you turn Wilt-Leaf Liege blue, it will still affect green creatures and white creatures.
2008-05-01 - Colorless is not a color.

Cerulean Wyvern
4U
Creature - Drake
(3/3)
Flying, protection from green

Cessation
2W
Enchantment - Aura
Enchant creature

Enchanted creature can't attack.

When Cessation is put into a graveyard from the battlefield, return Cessation to its owner's hand.

Ceta Disciple
U
Creature - Merfolk Wizard
(1/1)
{R}, {TAP}: Target creature gets +2/+0 until end of turn.

{G}, {TAP}: Add one mana of any color to your mana pool.

Ceta Sanctuary
2U
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.

Note:
2004-10-04 - The ability has you draw one or two cards, but never three.

Cetavolver
1U
Creature - Volver
(1/1)
Kicker {1}{R} and/or {G} (You may pay an additional {1}{R} and/or {G} as you cast this spell.)

If Cetavolver was kicked with its {1}{R} kicker, it enters the battlefield with two +1/+1 counters on it and with first strike.

If Cetavolver was kicked with its {G} kicker, it enters the battlefield with a +1/+1 counter on it and with trample.

Chain Lightning
R
Sorcery
Chain Lightning deals 3 damage to target creature or player. Then that player or that creature's controller may pay {R}{R}. If the player does, he or she may copy this spell and may choose a new target for that copy.

Note:
2004-10-04 - The copy is a spell, so it can be targeted by other spells and abilities that target a spell.
2004-10-04 - The player putting the copy spell on the stack controls that spell.
2004-10-04 - The spell copy has all the text and can result in itself being copied.
2009-10-01 - As Chain Lightning resolves, the targeted player, or the controller of the targeted creature, may copy it. The copy has the same text, target, and color of the resolving spell, though the player who's copying it may choose a new target for it. Once that copy is created (or not), the resolving Chain Lightning has finished resolving and leaves the stack.
2009-10-01 - If the targeted creature or player is an illegal target by the time Chain Lightning resolves, the spell is countered. It won't be copied.

Chain of Acid
3G
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.

Chain of Plasma
1R
Instant
Chain of Plasma deals 3 damage to target creature or player. Then that player or that creature's controller may discard a card. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain of Silence
1W
Instant
Prevent all damage target creature would deal this turn. That creature's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain of Smog
1B
Sorcery
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.

Chain of Vapor
U
Instant
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.

Chain Reaction
2RR
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.

Note:
2010-03-01 - The value of X is determined as Chain Reaction resolves.

Chain Stasis
U
Instant
You may tap or untap target creature. Then that creature's controller may pay {2}{U}. If the player does, he or she may copy this spell and may choose a new target for that copy.

Note:
2004-10-04 - The decision to tap or untap is made on resolution of the spell (and of each copy).
2004-10-04 - Paying to make Chain Stasis continue is done as part of the resolution of the spell.
2004-10-04 - The copy is a spell, so it can be targeted by other spells and abilities that target a spell.
2004-10-04 - The player putting the copy spell on the stack controls that spell.
2004-10-04 - The spell copy has all the text and can result in itself being copied.

Chainbreaker
2
Artifact Creature - Scarecrow
(3/3)
Chainbreaker enters the battlefield with two -1/-1 counters on it.

{3}, {TAP}: Remove a -1/-1 counter from target creature.

Chained Throatseeker
5U
Creature - Horror
(5/5)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Chained Throatseeker can't attack unless defending player is poisoned.

Note:
2011-06-01 - A player is poisoned if that player has one or more poison counters.

Chained to the Rocks
W
Enchantment - Aura
Enchant Mountain you control

When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)

Note:
2013-09-15 - If the land Chained to the Rocks is enchanting stops being a Mountain or another player gains control of it, Chained to the Rocks will be put into its owner's graveyard when state-based actions are performed.
2013-09-15 - Chained to the Rocks's ability causes a zone change with a duration, a style of ability introduced in Magic 2014 that's somewhat reminiscent of older cards like Oblivion Ring. However, unlike Oblivion Ring, cards like Chained to the Rocks have a single ability that creates two one-shot effects: one that exiles the creature when the ability resolves, and another that returns the exiled card to the battlefield immediately after Chained to the Rocks leaves the battlefield.
2013-09-15 - If Chained to the Rocks leaves the battlefield before its triggered ability resolves, the target creature won't be exiled.
2013-09-15 - Auras attached to the exiled creature will be put into their owners' graveyards (unless they have bestow). Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
2013-09-15 - If a creature token is exiled, it ceases to exist. It won't be returned to the battlefield.
2013-09-15 - The exiled card returns to the battlefield immediately after Chained to the Rocks leaves the battlefield. Nothing happens between the two events, including state-based actions.
2013-09-15 - In a multiplayer game, if Chained to the Rocks's owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.

Chainer's Edict
1B
Sorcery
Target player sacrifices a creature.

Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Chainer, Dementia Master
3BB
Legendary Creature - Human Minion
(3/3)
Nightmare creatures get +1/+1.

{B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.

When Chainer, Dementia Master leaves the battlefield, exile all Nightmares.

Chainflinger
3R
Creature - Beast
(2/2)
{1}{R}, {TAP}: Chainflinger deals 1 damage to target creature or player.

Threshold - {2}{R}, {TAP}: Chainflinger deals 2 damage to target creature or player. Activate this ability only if seven or more cards are in your graveyard.

Chains of Mephistopheles
1B
Enchantment
If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.

Note:
2004-10-04 - The effect is cumulative. If there are two of these on the battlefield, each of them will modify each draw (after the first one if during the draw step), and will cause the player to discard or to "mill" a card from their library. As they resolve in order, the player must discard if possible. Once the player fails to discard and instead "mills" a card, all further effects of additional Chains of Mephistopheles will not do anything. This is because the "mill" also replaces the draw effect and the player is no longer drawing a card. You handle them in order. Each one makes you discard first and then continue or else mill a card and lose the draw.
2004-10-04 - Cards which are drawn as a cost are affected by this card because replacement effects can alter the payment of costs.
2007-09-16 - If a spell or ability would cause a player to draw multiple cards, this is treated as a number of individual "draw one card" actions. Apply the effect of Chains of Mephistopheles to each one.
2007-09-16 - A player's normal card draw on his or her turn is exempt from this effect. All other draws will be affected.
2007-09-16 - Here's what happens when Chains of Mephistopheles replaces a player's draw: -- If that player has at least one card in his or her hand, he or she discards a card and then draws a card. -- If that player's hand is empty, he or she puts the top card of his or her library into his or her graveyard. The player doesn't draw a card at all.

Chalice of Death

Artifact
{TAP}: Target player loses 5 life.

Chalice of Life
3
Artifact
{TAP}: You gain 1 life. Then if you have at least 10 life more than your starting life total, transform Chalice of Life.

Chalice of the Void
XX
Artifact
Chalice of the Void enters the battlefield with X charge counters on it.

Whenever a player casts a spell with converted mana cost equal to the number of charge counters on Chalice of the Void, counter that spell.

Note:
2004-12-01 - A mana cost of {X}{X} means that you pay twice X. If you want X to be 3, you pay 6 mana to cast Chalice of the Void.
2004-12-01 - The number of counters on Chalice of the Void matters only at the time the spell is cast. Changing the number of charge counters on Chalice of the Void after a spell has been cast won't change whether the ability counters the spell. If the Chalice had the correct number of counters when the spell was cast, its ability will trigger. If the Chalice had too many or too few counters when the spell was cast, the Chalice's ability won't trigger.
2004-12-01 - If there are zero charge counters on Chalice of the Void, it counters each spell with a converted mana cost of 0.
2004-12-01 - Chalice of the Void has to be on the battlefield at the end of casting a spell for the ability to trigger. If you sacrifice Chalice of the Void as a cost to cast a spell, its ability can't trigger.

Chamber of Manipulation
2UU
Enchantment - Aura
Enchant land

Enchanted land has "{TAP}, Discard a card: Gain control of target creature until end of turn."

Note:
2004-10-04 - Remember that the creature does not gain Haste, so you can't attack with that creature or use any ability with {T} in the activation cost during the turn you take control of it.
2004-10-04 - The creature does not untap if it is tapped.

Chambered Nautilus
2U
Creature - Nautilus Beast
(2/2)
Whenever Chambered Nautilus becomes blocked, you may draw a card.

Chameleon Blur
3G
Instant
Prevent all damage that creatures would deal to players this turn.

Chameleon Colossus
2GG
Creature - Shapeshifter
(4/4)
Changeling (This card is every creature type at all times.)

Protection from black

{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.

Chameleon Spirit
3U
Creature - Illusion Spirit
(*/*)
As Chameleon Spirit enters the battlefield, choose a color.

Chameleon Spirit's power and toughness are each equal to the number of permanents of the chosen color your opponents control.

Champion Lancer
4WW
Creature - Human Knight
(3/3)
Prevent all damage that would be dealt to Champion Lancer by creatures.

Champion of Lambholt
1GG
Creature - Human Warrior
(1/1)
Creatures with power less than Champion of Lambholt's power can't block creatures you control.

Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of Lambholt.

Note:
2012-05-01 - Creatures with power less than Champion of Lambholt can't block any creature you control, not just Champion of Lambholt.
2012-05-01 - Champion of Lambholt's ability works even if it isn't attacking.
2012-05-01 - The comparison of power is only done when blockers are declared. Increasing the power of a blocking creature (or decreasing the power of Champion of Lambholt) after this point won't cause any creature to stop blocking or become unblocked.

Champion of Stray Souls
4BB
Creature - Skeleton Warrior
(4/4)
{3}{B}{B}, {TAP}, Sacrifice X other creatures: Return X target creature cards from your graveyard to the battlefield.

{5}{B}{B}: Put Champion of Stray Souls on top of your library from your graveyard.

Note:
2014-02-01 - You choose the targets of the first ability as you activate that ability, before you pay any costs. You can't target any of the creatures you sacrifice.
2014-02-01 - The last ability can be activated only if Champion of Stray Souls is in your graveyard.

Champion of the Parish
W
Creature - Human Soldier
(1/1)
Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Champion of the Parish.

Champion's Drake
1U
Creature - Drake
(1/1)
Flying

Champion's Drake gets +3/+3 as long as you control a creature with three or more level counters on it.

Champion's Helm
3
Artifact - Equipment
Equipped creature gets +2/+2.

As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)

Equip {1}

Note:
2011-09-22 - It's possible for a Champion's Helm you control to be attached to a creature an opponent controls (if an opponent gains control of your equipped creature, for example). In this case, the creature couldn't be the target of spells or abilities you control, as you are an opponent of the controller of the creature with hexproof.

Champion's Victory
U
Instant
Cast Champion's Victory only during the declare attackers step and only if you've been attacked this step.

Return target attacking creature to its owner's hand.

Chance Encounter
2RR
Enchantment
Whenever you win a coin flip, put a luck counter on Chance Encounter.



At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.

Note:
2009-02-01 - You can only win a coin flip if you are the player flipping the coin. Your opponent losing a flip does not count as you winning one. This is a reversal of previous rulings.

Chancellor of the Annex
4WWW
Creature - Angel
(5/6)
You may reveal this card from your opening hand. If you do, when each opponent casts his or her first spell of the game, counter that spell unless that player pays {1}.

Flying

Whenever an opponent casts a spell, counter it unless that player pays {1}.

Note:
2011-06-01 - Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.
2011-06-01 - After all players have decided not to take any more mulligans, if the starting player has any cards that allow actions to be taken with them from a player's opening hand, that player may take the actions of any of those cards. The starting player repeats this, taking all actions he or she wishes to, one at a time. Then each other player in turn order may do the same. After each player has exercised his or her option to take actions from his or her opening hand, the first turn of the game begins.
2011-06-01 - If you reveal more than one Chancellor of the Annex from your opening hand, each will trigger when an opponent casts his or her first spell of the game. That player will have to pay {1} that many times or the spell will be countered.
2011-06-01 - In a multiplayer game, if you reveal Chancellor of the Annex from your opening hand, it will trigger each time an opponent casts his or her first spell of the game.

Chancellor of the Dross
4BBB
Creature - Vampire
(6/6)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent loses 3 life, then you gain life equal to the life lost this way.

Flying, lifelink

Note:
2011-06-01 - Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.
2011-06-01 - After all players have decided not to take any more mulligans, if the starting player has any cards that allow actions to be taken with them from a player's opening hand, that player may take the actions of any of those cards. The starting player repeats this, taking all actions he or she wishes to, one at a time. Then each other player in turn order may do the same. After each player has exercised his or her option to take actions from his or her opening hand, the first turn of the game begins.

Chancellor of the Forge
4RRR
Creature - Giant
(5/5)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, put a 1/1 red Goblin creature token with haste onto the battlefield.

When Chancellor of the Forge enters the battlefield, put X 1/1 red Goblin creature tokens with haste onto the battlefield, where X is the number of creatures you control.

Note:
2011-06-01 - Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.
2011-06-01 - After all players have decided not to take any more mulligans, if the starting player has any cards that allow actions to be taken with them from a player's opening hand, that player may take the actions of any of those cards. The starting player repeats this, taking all actions he or she wishes to, one at a time. Then each other player in turn order may do the same. After each player has exercised his or her option to take actions from his or her opening hand, the first turn of the game begins.
2011-06-01 - The number of creature tokens you put onto the battlefield with the last ability is determined when the ability resolves. If Chancellor of the Forge is still on the battlefield at that time, it will be counted.

Chancellor of the Spires
4UUU
Creature - Sphinx
(5/7)
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, each opponent puts the top seven cards of his or her library into his or her graveyard.

Flying

When Chancellor of the Spires enters the battlefield, you may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost.

Note:
2011-06-01 - Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.
2011-06-01 - After all players have decided not to take any more mulligans, if the starting player has any cards that allow actions to be taken with them from a player's opening hand, that player may take the actions of any of those cards. The starting player repeats this, taking all actions he or she wishes to, one at a time. Then each other player in turn order may do the same. After each player has exercised his or her option to take actions from his or her opening hand, the first turn of the game begins.
2011-06-01 - If you reveal more than one Chancellor of the Spires from your opening hand, each opponent will put the top seven cards of his or her library into his or her graveyard that many times (for a total of fourteen, twenty-one, or twenty-eight cards).
2011-06-01 - The instant or sorcery card you target with the enters-the-battlefield triggered ability is cast as part of the resolution of that ability. Timing restrictions based on the card's type are ignored. Other restrictions, such as "Cast [this card] only during combat," are not.
2011-06-01 - If you are unable to cast the card, perhaps because there are no legal targets available, the card remains in its owner's graveyard.
2011-06-01 - You may pay additional costs, such as kicker costs, of the instant or sorcery card.
2011-06-01 - If the card has any mandatory additional costs, then you must pay them in order to cast the spell.

Chancellor of the Tangle
4GGG
Creature - Beast
(6/7)
You may reveal this card from your opening hand. If you do, at the beginning of your first main phase, add {G} to your mana pool.

Vigilance, reach

Note:
2011-06-01 - Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.
2011-06-01 - After all players have decided not to take any more mulligans, if the starting player has any cards that allow actions to be taken with them from a player's opening hand, that player may take the actions of any of those cards. The starting player repeats this, taking all actions he or she wishes to, one at a time. Then each other player in turn order may do the same. After each player has exercised his or her option to take actions from his or her opening hand, the first turn of the game begins.

Chandler
4R
Legendary Creature - Human Rogue
(3/3)
{R}{R}{R}, {TAP}: Destroy target artifact creature.

Chandra Ablaze
4RR
Planeswalker - Chandra
(5)
+1: Discard a card. If a red card is discarded this way, Chandra Ablaze deals 4 damage to target creature or player.

?2: Each player discards his or her hand, then draws three cards.

?7: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.

Note:
2009-10-01 - If you activate Chandra Ablaze's first ability, you don't discard a card until the ability resolves. You may activate the ability even if your hand is empty. You choose a target as you activate the ability even if you have no red cards in hand at that time.
2009-10-01 - As the first ability resolves, nothing happens if your hand is empty. But if you have any cards in hand, you must discard one. If you discard a nonred card, Chandra doesn't deal any damage.
2009-10-01 - If the creature targeted by the first ability is an illegal target by the time it resolves, the entire ability is countered. You won't discard a card.
2009-10-01 - You may activate Chandra's second ability even if your hand is empty. As it resolves, a player whose hand is empty simply draws three cards.
2009-10-01 - You cast red instant cards and red sorcery cards from your graveyard as part of the resolution of Chandra Ablaze's third ability. You don't choose which ones to cast until you're actually doing so as the ability resolves. You cast only the ones you want to, and you may cast them in any order. Timing restrictions based on the card's type (if it's a sorcery) are ignored. Other restrictions are not (such as "Cast [this card] only during combat"). Each card you cast this way is put on the stack, then the ability finishes resolving. Those spells will then resolve as normal, one at a time, in the opposite order that they were put on the stack. They'll go back to the graveyard as they resolve.
2009-10-01 - If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs, such as kicker costs.
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

Chandra Nalaar
3RR
Planeswalker - Chandra
(6)
+1: Chandra Nalaar deals 1 damage to target player.

?X: Chandra Nalaar deals X damage to target creature.

?8: Chandra Nalaar deals 10 damage to target player and each creature he or she controls.

Note:
2007-10-01 - To activate the second ability, you choose a value of X equal to or less than the number of loyalty counters on Chandra Nalaar. You may choose 0. You can't choose a negative number.
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

Chandra's Fury
4R
Instant
Chandra's Fury deals 4 damage to target player and 1 damage to each creature that player controls.

Note:
2012-07-01 - Chandra's Fury targets only the player, not any creature. Chandra's Fury will deal 1 damage to a creature with hexproof, for example.

Chandra's Outrage
2RR
Instant
Chandra's Outrage deals 4 damage to target creature and 2 damage to that creature's controller.

Note:
2010-08-15 - The player who's dealt damage is the player who controls the targeted creature at the time Chandra's Outrage resolves.
2010-08-15 - If the targeted creature is an illegal target by the time Chandra's Outrage resolves, the entire spell is countered. No player is dealt damage.

Chandra's Phoenix
1RR
Creature - Phoenix
(2/2)
Flying

Haste (This creature can attack and {TAP} as soon as it comes under your control.)

Whenever an opponent is dealt damage by a red instant or sorcery spell you control or by a red planeswalker you control, return Chandra's Phoenix from your graveyard to your hand.

Chandra's Spitfire
2R
Creature - Elemental
(1/3)
Flying

Whenever an opponent is dealt noncombat damage, Chandra's Spitfire gets +3/+0 until end of turn.

Note:
2010-08-15 - Combat damage is the damage that's dealt automatically by attacking and blocking creatures, even if it's redirected (by Harm's Way, perhaps). Noncombat damage is any other damage (generally, it's damage dealt as the result of a spell or ability).
2010-08-15 - The ability triggers just once for each event in which an opponent is dealt noncombat damage, regardless of how much damage that player is dealt. For example, if Lava Axe deals 5 damage to an opponent, Chandra's Spitfire gets just +3/+0.
2010-08-15 - In a multiplayer game, if a source such as Earthquake deals damage to multiple opponents at the same time, the ability will trigger that many times.

Chandra, Pyromaster
2RR
Planeswalker - Chandra
(4)
+1: Chandra, Pyromaster deals 1 damage to target player and 1 damage to up to one target creature that player controls. That creature can't block this turn.

0: Exile the top card of your library. You may play it this turn.

?7: Exile the top ten cards of your library. Choose an instant or sorcery card exiled this way and copy it three times. You may cast the copies without paying their mana costs.

Note:
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.
2014-07-18 - To activate the first ability, you must target a player but you can choose to not target any creatures.
2014-07-18 - If the first ability resolves but the damage is prevented or redirected, the target creature still won't be able to block that turn.
2014-07-18 - The card exiled by the second ability is exiled face up. Playing it follows the normal rules for playing that card. You must pay its costs, and you must follow all applicable timing rules. For example, if it's a creature card, you can cast it only during your main phase while the stack is empty.
2014-07-18 - If you exile a land card using the second ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven't played a land yet that turn.
2014-07-18 - In the third ability, “exiled this way” means the cards you just exiled because of that ability resolving. Cards exiled with the second ability or with previous activations of the third ability don't count.
2014-07-18 - While resolving the third ability, you create the copies of the card in exile and cast them from exile. You can cast zero, one, two, or all three copies. The card itself isn't cast. It remains exiled.
2014-07-18 - While casting the copies created by the third ability, timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other restrictions, such as “Cast [this spell] only during combat,” are not.
2014-07-18 - Because you're casting the copies “without paying their mana costs,” you can't pay any alternative costs for the copies. You can pay additional costs, such as kicker costs. If the copies have any mandatory additional costs, you must pay those.
2014-07-18 - If the copied card has {X} in its mana cost, you must choose 0 as its value when casting the copies.

Chandra, the Firebrand
3R
Planeswalker - Chandra
(3)
+1: Chandra, the Firebrand deals 1 damage to target creature or player.

?2: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

?6: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.

Note:
2011-09-22 - Chandra's second ability creates a delayed triggered ability that will copy the next instant or sorcery spell you cast that turn, regardless of whether that spell has targets.
2011-09-22 - When the delayed trigger resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
2011-09-22 - The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
2011-09-22 - If the spell Chandra copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.
2011-09-22 - If the spell Chandra copies has an X whose value was determined as it was cast (like Consume Spirit does), the copy has the same value of X.
2011-09-22 - You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if you sacrifice a 3/3 creature to cast Fling after activating Chandra's second ability, the copy of Fling will also deal 3 damage.
2011-09-22 - When you activate Chandra's last ability, you choose up to six target creatures and/or players. No damage is divided, and Chandra can't deal more than 6 damage to any one target. Chandra deals 6 damage to each target that is still legal when the ability resolves.
2013-07-01 - Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
2013-07-01 - Planeswalkers are not creatures. Spells and abilities that affect creatures won't affect them.
2013-07-01 - Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it's put into its owner's graveyard as a state-based action.
2013-07-01 - Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven't activated one of that planeswalker's loyalty abilities yet that turn.
2013-07-01 - The cost to activate a planeswalker's loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
2013-07-01 - You can't activate a planeswalker's ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
2013-07-01 - Planeswalkers can't attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
2013-07-01 - If your planeswalkers are being attacked, you can block the attackers as normal.
2013-07-01 - If a creature that's attacking a planeswalker isn't blocked, it'll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
2013-07-01 - If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can't target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent's planeswalkers. (You can't split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
2013-07-01 - If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners' graveyards as a state-based action.

Change of Heart
W
Instant
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.)

Target creature can't attack this turn.

Note:
2004-10-04 - Change of Heart will not remove an already attacking creature from combat. It must be cast before attackers are declared or it won't have any noticeable effect on the game.

Changeling Berserker
3R
Creature - Shapeshifter
(5/3)
Changeling (This card is every creature type at all times.)

Haste

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

Changeling Hero
4W
Creature - Shapeshifter
(4/4)
Changeling (This card is every creature type at all times.)

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Changeling Sentinel
3W
Creature - Shapeshifter
(3/2)
Changeling (This card is every creature type at all times.)

Vigilance

Changeling Titan
4G
Creature - Shapeshifter
(7/7)
Changeling (This card is every creature type at all times.)

Champion a creature (When this enters the battlefield, sacrifice it unless you exile another creature you control. When this leaves the battlefield, that card returns to the battlefield.)

Channel
GG
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {1} to your mana pool.

Note:
2004-10-04 - You can't pay life you don't have. In other words, you can't Channel yourself below zero life.

Channel the Suns
3G
Sorcery
Add {W}{U}{B}{R}{G} to your mana pool.

Chant of the Skifsang
2U
Enchantment - Aura
Enchant creature

Enchanted creature gets -13/-0.

Note:
2011-01-22 - A creature with power 0 or less assigns no combat damage. (It doesn't assign a negative amount of combat damage.)

Chant of Vitu-Ghazi
6WW
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Prevent all damage that would be dealt by creatures this turn. You gain life equal to the damage prevented this way.

Note:
2005-10-01 - The damage prevention shield lasts for the rest of the turn, and you gain life each time that shield prevents 1 or more damage.
2014-07-18 - The rules for convoke have changed slightly since it last appeared in an expansion. Previously, convoke reduced the cost to cast a spell. Under current rules, you tap creatures at the same time you pay the spell's costs. Tapping a creature this way is simply another way to pay.
2014-07-18 - Convoke doesn't change a spell's mana cost or converted mana cost.
2014-07-18 - When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated.
2014-07-18 - Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
2014-07-18 - Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
2014-07-18 - When using convoke to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap creatures you control to help pay that cost. For example, if you cast Chord of Calling (a spell with convoke and mana cost {X}{G}{G}{G}) and choose X to be 3, the total cost is {3}{G}{G}{G}. If you tap two green creatures and two red creatures, you'll have to pay {1}{G}.
2014-07-18 - If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped when you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.

Chaos Charm
R
Instant
Choose one -

Destroy target Wall.

Chaos Charm deals 1 damage to target creature.

Target creature gains haste until end of turn.

Chaos Confetti
4
Artifact
o4, ocT: Tear Chaos Confetti into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards.

Chaos Harlequin
2RR
Creature - Human
(2/4)
{R}: Exile the top card of your library. If that card is a land card, Chaos Harlequin gets -4/-0 until end of turn. Otherwise, Chaos Harlequin gets +2/+0 until end of turn.

Chaos Imps
4RR
Creature - Imp
(6/5)
Flying

Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)

Chaos Imps has trample as long as it has a +1/+1 counter on it.

Note:
2012-10-01 - Chaos Imps will have trample if it has any +1/+1 counter on it, not just the one put on it by the unleash ability.
2013-04-15 - You make the choice to have the creature with unleash enter the battlefield with a +1/+1 counter or not as it's entering the battlefield. At that point, it's too late for a player to respond to the creature spell by trying to counter it, for example.
2013-04-15 - The unleash ability applies no matter where the creature is entering the battlefield from.
2013-04-15 - A creature with unleash can't block if it has any +1/+1 counter on it, not just one put on it by the unleash ability.
2013-04-15 - Putting a +1/+1 counter on a creature with unleash that's already blocking won't remove it from combat. It will continue to block.

Chaos Lord
4RRR
Creature - Human
(7/7)
First strike

At the beginning of your upkeep, target opponent gains control of Chaos Lord if the number of permanents is even.

Chaos Lord can attack as though it had haste unless it entered the battlefield this turn.

Note:
2004-10-04 - This creature's changing of controllers is a new effect each upkeep so it will take precedence over any other control effects. This means that using another control-changing effect won't guarantee that you keep it.

Chaos Moon
3R
Enchantment
At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds {R} to his or her mana pool (in addition to the mana the land produces) . If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.

Note:
2006-05-01 - In Two-Headed Giant, triggers only once per upkeep, not once for each player.

Chaos Orb
2
Artifact
{1}, {TAP}: If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb.

Note:
2004-10-04 - Chaos Orb can only affect permanents. Cards that are in the game but not on the battlefield, such as those in the Library and Graveyard, can't be affected.
2004-10-04 - You can arrange your cards any time before the Orb is put onto the battlefield, but not after. In general, you should not stack cards or put them in places where your opponent can't read the names of all of them or count them. This is recommended good gaming practice.
2004-10-04 - It must flip 360 degrees (that's what "flip" means). And this flip must be in the air and not in your hand.
2004-10-04 - This is a not a targeted ability.
2004-10-04 - If you have sleeves on cards, they count as the cards.
2004-10-04 - You can't interfere in any physical way with the casting of this card.

Chaos Warp
2R
Instant
The owner of target permanent shuffles it into his or her library, then reveals the top card of his or her library. If it's a permanent card, he or she puts it onto the battlefield.

Note:
2011-09-22 - The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
2011-09-22 - If the permanent is an illegal target by the time Chaos Warp tries to resolve, it will be countered and none of its effects will occur. No library will be shuffled and no card will be revealed.
2011-09-22 - A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
2011-09-22 - If the revealed card is a permanent card but can't enter the battlefield (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
2011-09-22 - If the revealed card is not a permanent card, it remains on top of that library.

Chaoslace
R
Instant
Target spell or permanent becomes red. (Its mana symbols remain unchanged.)

Chaosphere
2R
World Enchantment
Creatures with flying can block only creatures with flying.

Creatures without flying have reach. (They can block creatures with flying.)

Note:
2008-10-01 - This has the supertype world. When a world permanent enters the battlefield, any world permanents that were already on the battlefield are put into their owners' graveyards. This is a state-based action called the "world rule." The new world permanent stays on the battlefield. If two world permanents enter the battlefield at the same time, they're both put into their owners' graveyards.

Chaotic Backlash
4R
Instant
Chaotic Backlash deals damage to target player equal to twice the number of white and/or blue permanents he or she controls.

Note:
2008-08-01 - Each permanent is counted only once. For example, if the targeted player controls a white creature, a blue enchantment, and a white-blue creature, Chaotic Backlash will deal 6 damage to that player.

Chaotic Goo
2RR
Creature - Ooze
(0/0)
Chaotic Goo enters the battlefield with three +1/+1 counters on it.

At the beginning of your upkeep, you may flip a coin. If you win the flip, put a +1/+1 counter on Chaotic Goo. If you lose the flip, remove a +1/+1 counter from Chaotic Goo.

Chaotic Strike
1R
Instant
Cast 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.

Note:
2013-09-20 - If a turn has multiple combat phases, this spell can be cast during any of them as long as it's after the beginning of that phase's Declare Blockers Step.

Chapel Geist
1WW
Creature - Spirit
(2/3)
Flying

Char
2R
Instant
Char deals 4 damage to target creature or player and 2 damage to you.

Char-Rumbler
2RR
Creature - Elemental
(-1/3)
Double strike

{R}: Char-Rumbler gets +1/+0 until end of turn.

Note:
2007-05-01 - Yes, Char-Rumbler's printed power is -1. While its power is -1 or 0, it simply deals no combat damage.
2007-05-01 - A first strike damage step will be created if Char-Rumbler is in combat, even if its power is 0 or less. The normal combat damage step will follow.
2007-05-01 - If Char-Rumbler's power changes between the assignment of first-strike combat damage and the assignment of normal combat damage, Char-Rumbler will deal a different amount of damage in each combat damage step.

Charcoal Diamond
2
Artifact
Charcoal Diamond enters the battlefield tapped.

{TAP}: Add {B} to your mana pool.

Charge Across the Araba
4W
Instant - Arcane
Sweep - Return any number of Plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each Plains returned this way.

Charging Badger
G
Creature - Badger
(1/1)
Trample

Charging Bandits
4B
Creature - Human Rogue
(3/3)
Whenever Charging Bandits attacks, it gets +2/+0 until end of turn.

Charging Griffin
3W
Creature - Griffin
(2/2)
Flying

Whenever Charging Griffin attacks, it gets +1/+1 until end of turn.

Charging Paladin
2W
Creature - Human Knight
(2/2)
Whenever Charging Paladin attacks, it gets +0/+3 until end of turn.

Charging Rhino
3GG
Creature - Rhino
(4/4)
Charging Rhino can't be blocked by more than one creature.

Charging Slateback
4R
Creature - Beast
(4/3)
Charging Slateback can't block.

Morph {4}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Charging Troll
2GW
Creature - Troll
(3/3)
Vigilance

{G}: Regenerate Charging Troll.

Chariot of the Sun
3
Artifact
{2}, {TAP}: Until end of turn, target creature you control gains flying and has base toughness 1.

Note:
2004-10-04 - The entire effect lasts until end of turn, not just the toughness reduction.
2009-10-01 - You apply power/toughness changing effects in a series of sublayers in the following order: (a) effects from characteristic-defining abilities; (b) effects that set power and/or toughness to a specific number or value; (c) effects that modify power and/or toughness but don't set power and/or toughness to a specific number or value; (d) changes from counters; (e) effects that switch a creature's power and toughness. This card's effect is always applied in (b), which means that effects applied in sublayer (c), (d), or (e) will not be overwritten; they will be applied to the new value.

Chariot of Victory
3
Artifact - Equipment
Equipped creature has first strike, trample, and haste.

Equip {1}

Charisma
UUU
Enchantment - Aura
Enchant creature

Whenever enchanted creature deals damage to a creature, gain control of the other creature for as long as Charisma remains on the battlefield.

Charm Peddler
W
Creature - Human Spellshaper
(1/1)
{W}, {TAP}, Discard a card: The next time a source of your choice would deal damage to target creature this turn, prevent that damage.

Charm School
2W
Enchant Player
When Charm School comes into play, choose a color and balance Charm School on your head.

Prevent all damage to you of the chosen color.

If Charm School falls off your head, sacrifice Charm School.

Charmbreaker Devils
5R
Creature - Devil
(4/4)
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.

Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.

Note:
2011-09-22 - The instant or sorcery card returned to your hand is chosen at random as the triggered ability resolves. If any player responds to the ability, that player won't yet know what card will be returned.
2011-09-22 - Because the first ability doesn't target the instant or sorcery card, any instants or sorceries put into your graveyard in response to that ability may be returned to your hand.

Charmed Griffin
3W
Creature - Griffin
(3/3)
Flying

When Charmed Griffin enters the battlefield, each other player may put an artifact or enchantment card onto the battlefield from his or her hand.

Charmed Pendant
4
Artifact
{TAP}, 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. Activate this ability only any time you could cast an instant. (For example, if the card's mana cost is {3}{U}{U}{B}, you add {U}{U}{B} to your mana pool.)

Note:
2004-10-04 - The ability is still a mana ability (and doesn't use the stack) even though you can only activate it when you could cast an instant.
2005-11-01 - If you flip over a hybrid card, you get one of either color mana, not both, for each mana symbol.

Charnelhoard Wurm
4BRG
Creature - Wurm
(6/6)
Trample

Whenever Charnelhoard Wurm deals damage to an opponent, you may return target card from your graveyard to your hand.

Note:
2009-02-01 - If Charnelhoard Wurm is dealt lethal damage at the same time it deals damage to an opponent, Charnelhoard Wurm will be in your graveyard by the time you put its ability on the stack. In that case, you can target it with its own ability.

Chartooth Cougar
5R
Creature - Cat Beast
(4/4)
{R}: Chartooth Cougar gets +1/+0 until end of turn.

Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.)

Note:
2009-02-01 - Unlike the normal cycling ability, Mountaincycling doesn't allow you to draw a card. Instead, it lets you search your library for a Mountain card. After you find a Mountain card in your library, you reveal it, put it into your hand, then shuffle your library.
2009-02-01 - Mountaincycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on Mountaincycling this card. Any ability that stops a cycling ability from being activated also stops Mountaincycling from being activated.
2009-02-01 - Mountaincycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with Mountaincycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
2009-02-01 - You can choose to find any card with the Mountain land type, including nonbasic lands. You can also choose not to find a card, even if there is a Mountain card in your library.

Chasm Drake
4U
Creature - Drake
(3/3)
Flying

Whenever Chasm Drake attacks, target creature you control gains flying until end of turn.

Chasm Skulker
2U
Creature - Squid Horror
(1/1)
Whenever you draw a card, put a +1/+1 counter on Chasm Skulker.

When Chasm Skulker dies, put X 1/1 blue Squid creature tokens with islandwalk onto the battlefield, where X is the number of +1/+1 counters on Chasm Skulker. (They can't be blocked as long as defending player controls an Island.)

Note:
2014-07-18 - If you draw multiple cards, the first ability will trigger that many times. Each of these abilities will cause a +1/+1 counter to be put on Chasm Skulker.
2014-07-18 - If enough -1/-1 counters are put on Chasm Skulker at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many Squid tokens you get. For example, if there are two +1/+1 counters on Chasm Skulker and it gets three -1/-1 counters, you'll get two Squid tokens.

Chastise
3W
Instant
Destroy target attacking creature. You gain life equal to its power.

Chatter of the Squirrel
G
Sorcery
Put a 1/1 green Squirrel creature token onto the battlefield.

Flashback {1}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Cheap Ass
1W
Creature - Donkey Townsfolk
(1/3{1/2})
Spells you play cost less to play.

Cheatyface
UUU
Creature - Efreet
(2/2)
You may sneak Cheatyface into play at any time without paying for it, but if an opponent catches you right away, that player may remove Cheatyface from the game.

Flying

Checks and Balances
2U
Enchantment
Whenever any spell is played, counter that spell if each player, other than the caster and his or her teammates, agrees to choose and discard a card. Those players must discard those cards after agreeing.

Checks and Balances may be played only in a game with three or more players.

Chemister's Trick
UR
Instant
Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able.

Overload {3}{U}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")

Note:
2012-10-01 - If you cast Chemister's Trick with overload, only creatures you don't control that are on the battlefield when Chemister's Trick resolves are affected. Creatures that come under another player's control later in the turn are not.
2012-10-01 - The controller of a creature that attacks if able still chooses which player or planeswalker it attacks.
2012-10-01 - If, during a player's declare attacker's step, a creature is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
2013-04-15 - If you don't pay the overload cost of a spell, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
2013-04-15 - Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
2013-04-15 - Note that if the spell with overload is dealing damage, protection from that spell's color will still prevent that damage.
2013-04-15 - Overload doesn't change when you can cast the spell.
2013-04-15 - Casting a spell with overload doesn't change that spell's mana cost. You just pay the overload cost instead.
2013-04-15 - Effects that cause you to pay more or less for a spell will cause you to pay that much more or less while casting it for its overload cost, too.
2013-04-15 - If you are instructed to cast a spell with overload “without paying its mana cost,” you can't choose to pay its overload cost instead.

Chicken la King
1UU
Summon - Chicken
(2/2)
Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Chicken in play. (You may roll dice only when a card instructs you to.)

Tap a Chicken you control: Roll a six-sided die.

Chicken Egg
1R
Summon - Egg
(0/1)
During your upkeep, roll a six-sided die. On a 6, sacrifice Chicken Egg and put a Giant Chicken token into play. Treat this token as a 4/4 red creature that counts as a Chicken.

Chief Engineer
1U
Creature - Vedalken Artificer
(1/3)
Artifact spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting an artifact spell pays for {1} or one mana of that creature's color.)

Note:
2014-07-18 - Multiple instances of convoke on a single spell are redundant.
2014-07-18 - The rules for convoke have changed slightly since it last appeared in an expansion. Previously, convoke reduced the cost to cast a spell. Under current rules, you tap creatures at the same time you pay the spell's costs. Tapping a creature this way is simply another way to pay.
2014-07-18 - Convoke doesn't change a spell's mana cost or converted mana cost.
2014-07-18 - When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated.
2014-07-18 - Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
2014-07-18 - Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
2014-07-18 - When using convoke to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap creatures you control to help pay that cost. For example, if you cast Chord of Calling (a spell with convoke and mana cost {X}{G}{G}{G}) and choose X to be 3, the total cost is {3}{G}{G}{G}. If you tap two green creatures and two red creatures, you'll have to pay {1}{G}.
2014-07-18 - If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped when you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.

Chief of the Edge
WB
Creature - Human Warrior
(3/2)
Other Warrior creatures you control get +1/+0.

Chief of the Scale
WB
Creature - Human Warrior
(2/3)
Other Warrior creatures you control get +0/+1.

Chieftain en-Dal
1WW
Creature - Human Knight
(2/2)
Whenever Chieftain en-Dal attacks, attacking creatures gain first strike until end of turn.

Note:
2004-10-04 - Chieftain en-Dal does give itself first strike when attacking.

Child of Alara
WUBRG
Legendary Creature - Avatar
(6/6)
Trample

When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.

Child of Gaea
3GGG
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.

Note:
2004-10-04 - You choose whether to pay or not on resolution. If not, then you sacrifice Child of Gaea. You can choose to not pay even if you no longer control Child of Gaea on resolution.
2009-10-01 - If you do choose not to pay, but no longer control Child of Gaea, you cannot sacrifice. It will remain on the battlefield under its current controller's control.

Child of Night
1B
Creature - Vampire
(2/1)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Child of Thorns
G
Creature - Spirit
(1/1)
Sacrifice Child of Thorns: Target creature gets +1/+1 until end of turn.

Childhood Horror
3B
Creature - Horror
(2/2)
Flying

Threshold - As long as seven or more cards are in your graveyard, Childhood Horror gets +2/+2 and can't block.

Children of Korlis
W
Creature - Human Rebel Cleric
(1/1)
Sacrifice Children of Korlis: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)

Note:
2006-09-25 - If your life total drops to 0 or less, it's too late to use this ability before losing the game.
2006-09-25 - The life you gain is based on the total of all changes where your life total went down during the turn, not the net downward change. So if you lose 5 life, gain 3 life, and then lose 2 more life before activating this ability, the ability causes you gain 7 life, not 4.

Chill
1U
Enchantment
Red spells cost {2} more to cast.

Chill Haunting
1B
Instant
As an additional cost to cast Chill Haunting, exile X creature cards from your graveyard.

Target creature gets -X/-X until end of turn.

Chill of Foreboding
2U
Sorcery
Each player puts the top five cards of his or her library into his or her graveyard.

Flashback {7}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Chill to the Bone
3B
Instant
Destroy target nonsnow creature.

Chilling Apparition
2B
Creature - Spirit
(1/1)
{B}: Regenerate Chilling Apparition.

Whenever Chilling Apparition deals combat damage to a player, that player discards a card.

Chilling Shade
2B
Snow Creature - Shade
(1/1)
Flying

Snow: Chilling Shade gets +1/+1 until end of turn. (Snow can be paid with one mana from a snow permanent.)

Chime of Night
1B
Enchantment - Aura
Enchant creature

When Chime of Night is put into a graveyard from the battlefield, destroy target nonblack creature.

Chimeric Coils
1
Artifact
{X}{1}: Chimeric Coils becomes an X/X Construct artifact creature. Sacrifice it at the beginning of the next end step.

Note:
2004-12-01 - If X is 0, Chimeric Coils becomes a 0/0 creature and is put into its owner's graveyard.
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Chimeric Egg
3
Artifact
Whenever an opponent casts a nonartifact spell, put a charge counter on Chimeric Egg.

Remove three charge counters from Chimeric Egg: Chimeric Egg becomes a 6/6 Construct artifact creature with trample until end of turn.

Note:
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Chimeric Idol
3
Artifact
{0}: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn.

Note:
2004-10-04 - Your lands are tapped as part of the effect, not part of the cost.
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Chimeric Mass
X
Artifact
Chimeric Mass enters the battlefield with X charge counters on it.

{1}: Until end of turn, Chimeric Mass becomes a Construct artifact creature with "This creature's power and toughness are each equal to the number of charge counters on it."

Note:
2011-01-01 - If the number of charge counters on Chimeric Mass changes while it is a creature, its power and toughness will change accordingly.
2011-01-01 - If you activate Chimeric Mass's last ability while it has no charge counters on it, it will become a 0/0 creature and be put into its owner's graveyard as a state-based action.
2011-01-01 - Activating the last ability while Chimeric Mass is a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.
2011-01-01 - For example, say you activate the last ability of a Chimeric Mass with three charge counters on it. After it resolves, you cast Giant Growth targeting it. It's now 6/6. Then Diminish ("Target creature becomes 1/1 until end of turn") is cast targeting it. Once Diminish resolves, Chimeric Mass would be 4/4. Activating Chimeric Mass's last ability a second time would make it 6/6 again until end of turn.

Chimeric Sphere
3
Artifact
{2}: Until end of turn, Chimeric Sphere becomes a 2/1 Construct artifact creature with flying.

{2}: Until end of turn, Chimeric Sphere becomes a 3/2 Construct artifact creature and loses flying.

Note:
2008-04-01 - If the first ability is activated and resolves, then the second ability is activated and resolves, Chimeric Sphere will be a 3/2 creature. It won't have flying.
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Chimeric Staff
4
Artifact
{X}: Chimeric Staff becomes an X/X Construct artifact creature until end of turn.

Note:
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.
2009-10-01 - If Chimeric Staff is already an artifact creature when you activate its ability, Chimeric Staff stays an artifact creature but the ability resets its creature types. You always apply the effect from this card before counters or other effects that modify power and toughness. For example, if you pay {3} to make it a 3/3, then someone gives it -1/-1, it will be a 2/2. If you then activate the ability with {4}, you will apply the "4/4" effect before the -1/-1 effect, so the end result will be a 3/3. Damage that was dealt to the creature stays on it.

Chimney Imp
4B
Creature - Imp
(1/2)
Flying

When Chimney Imp dies, target opponent puts a card from his or her hand on top of his or her library.

Chisei, Heart of Oceans
2UU
Legendary Creature - Spirit
(4/4)
Flying

At the beginning of your upkeep, sacrifice Chisei, Heart of Oceans unless you remove a counter from a permanent you control.

Chittering Rats
1BB
Creature - Rat
(2/2)
When Chittering Rats enters the battlefield, target opponent puts a card from his or her hand on top of his or her library.

Chlorophant
GGG
Creature - Elemental
(1/1)
At the beginning of your upkeep, you may put a +1/+1 counter on Chlorophant.

Threshold - As long as seven or more cards are in your graveyard, Chlorophant has "At the beginning of your upkeep, you may put another +1/+1 counter on Chlorophant."

Cho-Arrim Alchemist
W
Creature - Human Spellshaper
(1/1)
{1}{W}{W}, {TAP}, Discard a card: The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.

Cho-Arrim Bruiser
5W
Creature - Ogre Rebel
(3/4)
Whenever Cho-Arrim Bruiser attacks, you may tap up to two target creatures.

Cho-Arrim Legate
2W
Creature - Human Soldier
(1/2)
Protection from black

If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.

Cho-Manno's Blessing
WW
Enchantment - Aura
Flash

Enchant creature

As Cho-Manno's Blessing enters the battlefield, choose a color.

Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.

Cho-Manno, Revolutionary
2WW
Legendary Creature - Human Rebel
(2/2)
Prevent all damage that would be dealt to Cho-Manno, Revolutionary.

Choice of Damnations
5B
Sorcery - Arcane
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents.

Note:
2005-06-01 - After the opponent chooses a number, Choice of Damnations' controller may choose to make that opponent either lose that much life or make that opponent sacrifice permanents.
2005-06-01 - If the opponent must sacrifice all but a number of permanents, that opponent chooses that many permanents and then sacrifices the rest. If the number chosen is greater than the number of permanents the opponent controls, the player sacrifices nothing.

Choke
2G
Enchantment
Islands don't untap during their controllers' untap steps.

Choking Fumes
2W
Instant
Put a -1/-1 counter on each attacking creature.

Choking Sands
1BB
Sorcery
Destroy target non-Swamp land. If that land was nonbasic, Choking Sands deals 2 damage to the land's controller.

Choking Tethers
3U
Instant
Tap up to four target creatures.

Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)

When you cycle Choking Tethers, you may tap target creature.

Note:
2008-10-01 - Cycling is an activated ability. Effects that interact with activated abilities (such as Stifle or Rings of Brighthearth) will interact with cycling. Effects that interact with spells (such as Remove Soul or Faerie Tauntings) will not.
2008-10-01 - When you cycle this card, first the cycling ability goes on the stack, then the triggered ability goes on the stack on top of it. The triggered ability will resolve before you draw a card from the cycling ability.
2008-10-01 - The cycling ability and the triggered ability are separate. If the triggered ability is countered (with Stifle, for example, or if all its targets have become illegal), the cycling ability will still resolve and you'll draw a card.
2008-10-01 - You can cycle this card even if there are no targets for the triggered ability. That's because the cycling ability itself has no targets.

Choking Vines
XG
Instant
Cast Choking Vines only during the declare blockers step.

X target attacking creatures become blocked. Choking Vines deals 1 damage to each of those creatures. (This spell works on creatures that can't be blocked.)

Note:
2004-10-04 - Choking Vines will make any creatures it targets become blocked, even if the creature had blocking restrictions on it. For example, you can make a creature with Islandwalk become blocked even if the defending player has Islands. This is because evasion abilities only prevent creatures from being assigned to block them.
2004-10-04 - You can declare zero targets, with X=0.
2008-04-01 - Choking Vines isn't particularly effective against creatures with trample. Since the creature with trample has no blocker to assign damage to, all the damage will be assigned to the defending player.
2008-04-01 - You may target a blocked creature with Choking Vines. Choking Vines will deal 1 damage to it, and have no other effect on it.
2008-04-01 - If a previously unblocked creature becomes blocked as a result of Choking Vines, any “When this creature becomes blocked” abilities that creature has will trigger. Any “When this creature becomes blocked by a creature” abilities that creature has won't trigger.

Chord of Calling
XGGG
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.

Note:
2014-07-18 - The rules for convoke have changed slightly since it last appeared in an expansion. Previously, convoke reduced the cost to cast a spell. Under current rules, you tap creatures at the same time you pay the spell's costs. Tapping a creature this way is simply another way to pay.
2014-07-18 - Convoke doesn't change a spell's mana cost or converted mana cost.
2014-07-18 - When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated.
2014-07-18 - Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
2014-07-18 - Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
2014-07-18 - When using convoke to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap creatures you control to help pay that cost. For example, if you cast Chord of Calling (a spell with convoke and mana cost {X}{G}{G}{G}) and choose X to be 3, the total cost is {3}{G}{G}{G}. If you tap two green creatures and two red creatures, you'll have to pay {1}{G}.
2014-07-18 - If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped when you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
2014-07-18 - The rules for convoke have changed slightly since it last appeared in an expansion. Previously, convoke reduced the cost to cast a spell. Under current rules, you tap creatures at the same time you pay the spell's costs. Tapping a creature this way is simply another way to pay.
2014-07-18 - Convoke doesn't change a spell's mana cost or converted mana cost.
2014-07-18 - When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated.
2014-07-18 - Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
2014-07-18 - Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
2014-07-18 - When using convoke to cast a spell with {X} in its mana cost, first choose the value for X. That choice, plus any cost increases or decreases, will determine the spell's total cost. Then you can tap creatures you control to help pay that cost. For example, if you cast Chord of Calling (a spell with convoke and mana cost {X}{G}{G}{G}) and choose X to be 3, the total cost is {3}{G}{G}{G}. If you tap two green creatures and two red creatures, you'll have to pay {1}{G}.
2014-07-18 - If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped when you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.

Chorus of Might
3G
Instant
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample.

Note:
2012-10-01 - The number of creatures you control is counted only when Chorus of Might resolves.

Chorus of the Conclave
4GGWW
Legendary Creature - Dryad
(3/8)
Forestwalk

As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters the battlefield with that many additional +1/+1 counters on it.

Note:
2005-10-01 - Chorus of the Conclave's ability works only while it's on the battlefield, so you can't use it to put +1/+1 counters on itself.
2005-10-01 - Chorus of the Conclave's ability applies to creature spells only as they're being cast. You can't pay mana to put counters on creatures being put onto the battlefield by an effect.
2005-10-01 - Chorus of the Conclave's ability combines well with the convoke mechanic, effectively letting you tap creatures to put +1/+1 counters on the creature with convoke that you're casting, if you choose to do so.

Chorus of the Tides
3U
Creature - Siren
(3/2)
Flying

Heroic - Whenever you cast a spell that targets Chorus of the Tides, scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

Note:
2013-09-15 - Heroic abilities will resolve before the spell that caused them to trigger.
2013-09-15 - Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times.
2013-09-15 - Heroic abilities won't trigger when a copy of a spell is created on the stack or when a spell's targets are changed to include a creature with a heroic ability.
2013-09-15 - When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
2013-09-15 - You choose how to order cards returned to your library after scrying no matter where you put them.
2013-09-15 - You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
2013-09-15 - Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it will be countered and none of its effects will happen. You won't scry.

Chorus of Woe
B
Sorcery
Creatures you control get +1/+0 until end of turn.

Chosen by Heliod
1W
Enchantment - Aura
Enchant creature

When Chosen by Heliod enters the battlefield, draw a card.

Enchanted creature gets +0/+2.

Note:
2013-09-15 - If the target of an Aura is illegal when it tries to resolve, the Aura will be countered. The Aura doesn't enter the battlefield, so you won't get to draw a card.

Chosen of Markov
2B
Creature - Human
(2/2)
{TAP}, Tap an untapped Vampire you control: Transform Chosen of Markov.

Chromanticore
WUBRG
Enchantment Creature - Manticore
(4/4)
Bestow {2}{W}{U}{B}{R}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Flying, first strike, vigilance, trample, lifelink

Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.

Note:
2013-09-15 - You don't choose whether the spell is going to be an Aura spell or not until the spell is already on the stack. Abilities that affect when you can cast a spell, such as flash, will apply to the creature card in whatever zone you're casting it from. For example, an effect that said you can cast creature spells as though they have flash will allow you to cast a creature card with bestow as an Aura spell anytime you could cast an instant.
2013-09-15 - On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
2013-09-15 - Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
2013-09-15 - Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
2013-09-15 - If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
2013-09-15 - Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
2013-09-15 - An Aura that becomes a creature is no longer put into its owner's graveyard as a state-based action. Rather, it becomes unattached and remains on the battlefield as long as it's a creature. While it's a creature, it can't be attached to another permanent or player. An Aura that's not attached to a legal permanent or player as defined by its enchant ability and also isn't a creature will be put into its owner's graveyard as a state-based action.

Chromatic Armor
1WU
Enchantment - Aura
Enchant creature

As Chromatic Armor enters the battlefield, choose a color.

Chromatic Armor enters the battlefield with a sleight counter on it.

Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color.

{X}: Put a sleight counter on Chromatic Armor and choose a color. X is the number of sleight counters on Chromatic Armor.

Chromatic Lantern
3
Artifact
Lands you control have "{TAP}: Add one mana of any color to your mana pool."

{TAP}: Add one mana of any color to your mana pool.

Note:
2012-10-01 - Lands you control won't lose any other abilities they had. They also won't gain or lose any land types.

Chromatic Sphere
1
Artifact
{1}, {TAP}, Sacrifice Chromatic Sphere: Add one mana of any color to your mana pool. Draw a card.

Note:
2008-08-01 - This is a mana ability, which means it can be activated as part of the process of casting a spell or activating another ability. If that happens you get the mana right away, but you don't get to look at the drawn card until you have finished casting that spell or activating that ability.

Chromatic Star
1
Artifact
{1}, {TAP}, Sacrifice Chromatic Star: Add one mana of any color to your mana pool.

When Chromatic Star is put into a graveyard from the battlefield, draw a card.

Chrome Mox
0
Artifact
Imprint - When Chrome Mox enters the battlefield, you may exile a nonartifact, nonland card from your hand.

{TAP}: Add one mana of any of the exiled card's colors to your mana pool.

Note:
2004-12-01 - If no card is imprinted on Chrome Mox, the Mox can't add mana to your mana pool. It can't add colorless mana to your mana pool.
2004-12-01 - If you imprinted a multicolored card, you choose one of that card's colors each time the Mox's ability resolves.

Chrome Steed
4
Artifact Creature - Horse
(2/2)
Metalcraft - Chrome Steed gets +2/+2 as long as you control three or more artifacts.

Chromescale Drake
6UUU
Creature - Drake
(3/4)
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)

Flying

When Chromescale Drake enters the battlefield, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard.

Chromeshell Crab
4U
Creature - Crab Beast
(3/3)
Morph {4}{U} (You may cast this card 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.

Note:
2004-10-04 - You choose the two target creatures when you activate the ability. You do not have to choose Chromeshell Crab. You choose whether or not to do the exchange on resolution.
2004-10-04 - The exchange fails if either target is not still on the battlefield at that time.
2004-10-04 - The exchange fails if either you no longer control your creature or the other creature is now controlled by you.
2004-10-04 - The creatures can't attack until you start a turn with them under your control. So you can't swap and then attack.
2004-10-04 - The trigger occurs when you use the Morph ability to turn the card face up, or when an effect turns it face up. It will not trigger on being revealed or on leaving the battlefield.

Chromium
2WWUUBB
Legendary Creature - Elder Dragon
(7/7)
Flying

Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

At the beginning of your upkeep, sacrifice Chromium unless you pay {W}{U}{B}.

Chronatog
1U
Creature - Atog
(1/2)
{0}: Chronatog gets +3/+3 until end of turn. You skip your next turn. Activate this ability only once each turn.

Note:
2004-10-04 - You can only activate the ability once each turn for each Chronatog.

Chronatog Totem
3
Artifact
{TAP}: Add {U} to your mana pool.

{1}{U}: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn.

{0}: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Activate this ability only once each turn and only if Chronatog Totem is a creature.

Note:
2008-08-01 - A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of his or her most recent turn. It doesn't matter how long the permanent has been a creature.

Chronic Flooding
1U
Enchantment - Aura
Enchant land

Whenever enchanted land becomes tapped, its controller puts the top three cards of his or her library into his or her graveyard.

Note:
2012-10-01 - Chronic Flooding's ability will trigger whenever the enchanted land becomes tapped for any reason, not just because its controller taps it for mana.
2012-10-01 - Chronic Flooding becoming attached to a tapped land won't cause its ability to immediately trigger. That land must go from untapped to tapped.

Chronicler of Heroes
1GW
Creature - Centaur Wizard
(3/3)
When Chronicler of Heroes enters the battlefield, draw a card if you control a creature with a +1/+1 counter on it.

Note:
2013-09-15 - Whether you control a creature with a +1/+1 counter on it is checked only when the ability resolves. Notably, if Chronicler of Heroes entering the battlefield causes an evolve ability to trigger, you can have the evolve ability resolve first and then draw a card.

Chronomantic Escape
4WW
Sorcery
Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it.

Suspend 3-{2}{W} (Rather than cast this card from your hand, you may pay {2}{W} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)

Note:
2013-04-15 - Chronomantic Escape can affect creatures that aren't on the battlefield at the time it resolves, because it modifies the announcement of an attack, not the creatures on the battlefield. For example, if Chronomantic Escape resolves on your turn, then on your opponent's turn he or she casts a creature with haste, that creature can't attack that turn.
2013-06-07 - You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effect that affects when you could cast it (such as flash) and any other effects that could stop you from casting it (such as Meddling Mage's effect) to determine if and when you can do this. Whether or not you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or requires a target even if no legal targets are available at that time.
2013-06-07 - Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
2013-06-07 - If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
2013-06-07 - If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again during the card's owner's next upkeep.
2013-06-07 - When the last time counter is removed, the second triggered ability of suspend will trigger. It doesn't matter why the last time counter was removed or what effect removed it.
2013-06-07 - If the second triggered ability of suspend (the one that lets you cast the card) is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - As the second triggered ability resolves, you must cast the card if able. Timing restrictions based on the card's type are ignored.
2013-06-07 - If you can't cast the card, perhaps because there are no legal targets available, it remains exiled with no time counters on it, and it's no longer suspended.
2013-06-07 - If the spell has any mandatory additional costs, you must pay those if able. However, if an additional cost includes a mana payment, you are forced to pay that cost only if there's enough mana in your mana pool at the time you cast the spell. You aren't forced to activate any mana abilities, although you may do so if you wish.
2013-06-07 - A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it (or, in some rare cases, gains control of the creature spell itself).
2014-02-01 - Unless some effect explicitly says otherwise, a creature that can't attack you can still attack a planeswalker you control.

Chronomaton
1
Artifact Creature - Golem
(1/1)
{1}, {TAP}: Put a +1/+1 counter on Chronomaton.

Chronosavant
5W
Creature - Giant
(5/5)
{1}{W}: Return Chronosavant from your graveyard to the battlefield tapped. You skip your next turn.

Note:
2006-09-25 - If Chronosavant is in your graveyard, you can activate this ability multiple times in response to itself. The first one that resolves will return Chronosavant to the battlefield and make you skip your next turn. The others will just make you skip turns.

Chronostutter
5U
Instant
Put target creature into its owner's library second from the top.

Chronozoa
3U
Creature - Illusion
(3/3)
Flying

Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Chronozoa dies, if it had no time counters on it, put two tokens that are copies of it onto the battlefield.

Note:
2007-02-01 - The ability checks to see if Chronozoa had no time counters on it at the time it was put into a graveyard from the battlefield. This doesn't necessarily mean it must have been sacrificed due to vanishing; it could have been put into the graveyard some other way (say, while the sacrifice ability of vanishing is on the stack).
2007-02-01 - Chronozoa's last ability creates two Chronozoa tokens that each enter the battlefield with three time counters and have all of Chronozoa's abilities.
2007-02-01 - If Chronozoa becomes a copy of another creature and is put into the graveyard from the battlefield, no copies will be created. If another creature becomes a copy of Chronozoa and is put into a graveyard from the battlefield (with no time counters on it), two copies of Chronozoa will be created.

Chub Toad
2G
Creature - Frog
(1/1)
Whenever Chub Toad blocks or becomes blocked, it gets +2/+2 until end of turn.

Churning Eddy
3U
Sorcery
Return target creature and target land to their owners' hands.

Cinder Cloud
3RR
Instant
Destroy target creature. If a white creature dies this way, Cinder Cloud deals damage to that creature's controller equal to the creature's power.

Cinder Crawler
1R
Creature - Salamander
(1/2)
{R}: Cinder Crawler gets +1/+0 until end of turn. Activate this ability only if Cinder Crawler is blocked.

Cinder Elemental
3R
Creature - Elemental
(2/2)
{X}{R}, {TAP}, Sacrifice Cinder Elemental: Cinder Elemental deals X damage to target creature or player.

Cinder Giant
3R
Creature - Giant
(5/3)
At the beginning of your upkeep, Cinder Giant deals 2 damage to each other creature you control.

Cinder Marsh

Land
{TAP}: Add {1} to your mana pool.

{TAP}: Add {B} or {R} to your mana pool. Cinder Marsh doesn't untap during your next untap step.

Cinder Pyromancer
2R
Creature - Elemental Shaman
(0/1)
{TAP}: Cinder Pyromancer deals 1 damage to target player.

Whenever you cast a red spell, you may untap Cinder Pyromancer.

Cinder Seer
3R
Creature - Human Wizard
(1/1)
{2}{R}, {TAP}: 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.

Note:
2004-10-04 - You can reveal zero cards and deal zero damage.

Cinder Shade
1BR
Creature - Shade
(1/1)
{B}: Cinder Shade gets +1/+1 until end of turn.

{R}, Sacrifice Cinder Shade: Cinder Shade deals damage equal to its power to target creature.

Cinder Storm
6R
Sorcery
Cinder Storm deals 7 damage to target creature or player.

Cinder Wall
R
Creature - Wall
(3/3)
Defender

When Cinder Wall blocks, destroy it at end of combat.

Cinderbones
2B
Creature - Elemental Skeleton
(1/1)
Wither (This deals damage to creatures in the form of -1/-1 counters.)

{1}{B}: Regenerate Cinderbones.

Cinderhaze Wretch
4B
Creature - Elemental Shaman
(3/2)
{TAP}: Target player discards a card. Activate this ability only during your turn.

Put a -1/-1 counter on Cinderhaze Wretch: Untap Cinderhaze Wretch.

Note:
2008-05-01 - You put the -1/-1 counter on Cinderhaze Wretch as a cost. That means it happens when you activate the ability, not when it resolves. If paying the cost causes the creature to have 0 toughness, it's put into the graveyard before you can untap it and before you can even pay the cost again.

Circle of Affliction
1B
Enchantment
As Circle of Affliction enters the battlefield, choose a color.

Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life.

Note:
2007-02-01 - The player you target doesn't have to be the controller of the source that dealt damage to you.
2007-02-01 - If the damage reduces you to 0 or less life, you lose the game before Circle of Affliction's ability has a chance to give you life.
2007-02-01 - Each time a source deals damage to you, you may pay {1}. You can't pay more than {1}, even if more than 1 damage was dealt.
2007-02-01 - If several sources deal damage to you simultaneously (for example, several attacking creatures), this ability triggers once for each source.

Circle of Despair
1WB
Enchantment
{1}, Sacrifice a creature: The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage.

Circle of Flame
1R
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, Circle of Flame deals 1 damage to that creature.

Note:
2014-07-18 - Circle of Flame's ability triggers only if a creature without flying is declared as an attacker during the declare attackers step. If a creature with flying attacks you or a planeswalker you control and then loses flying, or if a creature without flying is put onto the battlefield attacking you or a planeswalker you control, the ability won't trigger.

Circle of Protection: Art
1W
Enchantment
As Circle of Protection: Art comes into play, choose an artist.

{1}{W}: The next time a source of your choice by the chosen artist would deal damage to you this turn, prevent that damage.

{1}{W}: Return Circle of Protection: Art to its owner's hand.

Circle of Protection: Artifacts
1W
Enchantment
{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.

Circle of Protection: Black
1W
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.

Note:
2004-10-04 - A source of damage is a permanent, a spell on the stack (including one that creates a permanent), or any object referred to by an object on the stack. A source doesn't need to be capable of dealing damage to be a legal choice.
2004-10-04 - Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn.

Circle of Protection: Blue
1W
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.

Note:
2004-10-04 - A source of damage is a permanent, a spell on the stack (including one that creates a permanent), or any object referred to by an object on the stack. A source doesn't need to be capable of dealing damage to be a legal choice.
2004-10-04 - Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn.

Circle of Protection: Green
1W
Enchantment
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.

Note:
2004-10-04 - A source of damage is a permanent, a spell on the stack (including one that creates a permanent), or any object referred to by an object on the stack. A source doesn't need to be capable of dealing damage to be a legal choice.
2004-10-04 - Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn.

Circle of Protection: Red
1W
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.

Note:
2004-10-04 - A source of damage is a permanent, a spell on the stack (including one that creates a permanent), or any object referred to by an object on the stack. A source doesn't need to be capable of dealing damage to be a legal choice.
2004-10-04 - Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn.

Circle of Protection: Shadow
1W
Enchantment
{1}: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.

Note:
2004-10-04 - It can be used on non-combat damage which happens to come from creatures with the Shadow ability.

Circle of Protection: White
1W
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Note:
2004-10-04 - A source of damage is a permanent, a spell on the stack (including one that creates a permanent), or any object referred to by an object on the stack. A source doesn't need to be capable of dealing damage to be a legal choice.
2004-10-04 - Can be used even when there is no damage to prevent. It prevents the next damage (if any) from the source this turn.

Circle of Solace
3W
Enchantment
As Circle of Solace enters the battlefield, 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.

Circling Vultures
B
Creature - Bird
(3/2)
Flying

You may discard Circling Vultures any time you could cast an instant.

At the beginning of your upkeep, sacrifice Circling Vultures unless you exile the top creature card of your graveyard.

Note:
2008-04-01 - The “top” card of your graveyard is the card that was put there most recently.
2008-04-01 - Players may not rearrange the cards in their graveyards. This is a little-known rule because new cards that care about graveyard order haven't been printed in years.
2008-04-01 - If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
2008-04-01 - The last thing that happens to a resolving instant or sorcery spell is that it's put into its owner's graveyard. --Example: You cast Wrath of God. All creatures on the battlefield are destroyed. You arrange all the cards put into your graveyard this way in any order you want. The other players in the game do the same to the cards that are put into their graveyards. Then you put Wrath of God into your graveyard, on top of the other cards.
2008-04-01 - Say you're the owner of both a permanent and an Aura that's attached to it. If both the permanent and the Aura are destroyed at the same time (by Akroma's Vengeance, for example), you decide the order they're put into your graveyard. If just the enchanted permanent is destroyed, it's put into your graveyard first. Then, after state-based actions are checked, the Aura (which is no longer attached to anything) is put into your graveyard on top of it.
2008-04-01 - When the ability resolves, you choose whether to sacrifice the creature or perform the other action. If you can't perform the other action, then you must sacrifice the creature.
2008-04-01 - If the creature is no longer on the battlefield when the ability resolves, you may still perform the action if you want.
2008-04-01 - Circling Vultures's discard ability is a static ability, not an activated ability. Although it acts like an activated ability that says “Discard Circling Vultures: Nothing happens,” it is not one and cards like Pithing Needle or Abeyance won't prevent you from being able to discard it.

Circu, Dimir Lobotomist
2UB
Legendary Creature - Human Wizard
(2/3)
Whenever you cast a blue spell, exile the top card of target library.

Whenever you cast a black spell, exile the top card of target library.

Your opponents can't cast nonland cards with the same name as a card exiled with Circu, Dimir Lobotomist.

Note:
2005-10-01 - The first two abilities target libraries, not players.
2005-10-01 - If you cast a blue and black spell, both of Circu's triggered abilities trigger. You can target two different libraries or target the same library twice.
2005-10-01 - Circu's last ability applies to all of its controller's opponents, not just the owner of the exiled card.
2005-10-01 - Circu's last ability doesn't prevent copies of the exiled cards from being cast because copies aren't cards.
2005-10-01 - If a split card is exiled this way, opponents can't cast either half of the split card.

Circular Logic
2U
Instant
Counter target spell unless its controller pays {1} for each card in your graveyard.

Madness {U} (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

Citadel of Pain
2R
Enchantment
At the beginning of each player's end step, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls.

Note:
2004-10-04 - It counts the untapped lands on resolution.

Citanul Centaurs
3G
Creature - Centaur
(6/3)
Shroud (This creature can't be the target of spells or abilities.)

Echo {3}{G} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

Citanul Druid
1G
Creature - Human Druid
(1/1)
Whenever an opponent casts an artifact spell, put a +1/+1 counter on Citanul Druid.

Note:
2004-10-04 - In multiplayer games it affects all players.

Citanul Flute
5
Artifact
{X}, {TAP}: Search your library for a creature card with converted mana cost X or less, reveal it, and put it into your hand. Then shuffle your library.

Note:
2004-10-04 - X can be zero if you want.
2004-10-04 - You look in your library but you do not have to choose a creature even if you have one that meets the criteria.

Citanul Hierophants
3G
Creature - Human Druid
(3/2)
Creatures you control have "{TAP}: Add {G} to your mana pool."

Citanul Woodreaders
2G
Creature - Human Druid
(1/4)
Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.)

When Citanul Woodreaders enters the battlefield, if it was kicked, draw two cards.

City in a Bottle
2
Artifact
Whenever a nontoken permanent originally printed in the Arabian Nights expansion other than City in a Bottle is on the battlefield, its controller sacrifices it.

Players can't play cards originally printed in the Arabian Nights expansion.

Note:
2004-10-04 - Token creatures and counters created by Arabian Nights cards are not removed.
2014-02-01 - Any time a player receives priority to cast spells or activate abilities, check to see whether any permanents on the battlefield were originally printed in the Arabian Nights expansion (even if the physical card representing that permanent is a reprint with a different expansion symbol). If there are any such permanents, the ability will trigger and those permanents will be sacrificed.

City of Ass

Land
City of Ass comes into play tapped.

{TAP}: Add one and one-half mana of any one color to your mana pool.

City of Brass

Land
Whenever City of Brass becomes tapped, it deals 1 damage to you.

{TAP}: Add one mana of any color to your mana pool.

Note:
2004-10-04 - The first ability triggers no matter how the land becomes tapped.
2004-10-04 - If you tap City of Brass while you are casting a spell or activating an ability, its ability will trigger and wait. When you finish casting that spell or activating that ability, City of Brass's triggered ability is put on the stack on top of it. City of Brass's ability will resolve first.
2004-10-04 - On the other hand, you can tap City of Brass, put its triggered ability on the stack, and then respond to that ability by casting an instant or activating an ability using that mana. In that case, the instant spell or activated ability will resolve first.

City of Shadows

Land
{TAP}, Exile a creature you control: Put a storage counter on City of Shadows.

{TAP}: Add {X} to your mana pool, where X is the number of storage counters on City of Shadows.

Note:
2004-10-04 - The storage counters aren't removed when you activate the mana ability.
2009-10-01 - You can activate City of Shadows's second ability while it has no storage counters on it, though it won't add any mana to your mana pool in this case. You've still tapped it for mana, though, in case any abilities (such as the ability of a Fertile Ground enchanting it) care about that.

City of Solitude
2G
Enchantment
Players can cast spells and activate abilities only during their own turns.

Note:
2004-10-04 - City of Solitude can affect abilities of cards that are not on the bat