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3
30
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1M
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4
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stringlengths
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19 values
"Ach! Hans, Run!"
UNH
{2}{R}{R}{G}{G}
6
Enchantment
At the beginning of your upkeep, you may say "Ach! Hans, run! It's the . . ." and the name of a creature card. If you do, search your library for a card with that name, put it onto the battlefield, then shuffle. That creature gains haste. Exile it at the beginning of the next end step.
null
null
null
normal
"Brims" Barone, Midway Mobster
UNF
{3}{W}{B}
5
Legendary Creature β€” Human Rogue
When "Brims" Barone, Midway Mobster enters the battlefield, put a +1/+1 counter on each other creature you control that has a hat. "Brims" Barone, Midway Mobster has menace as long as you're wearing a hat.
5
4
null
normal
"Lifetime" Pass Holder
UNF
{B}
1
Creature β€” Zombie Guest
"Lifetime" Pass Holder enters the battlefield tapped. When "Lifetime" Pass Holder dies, open an Attraction. Whenever you roll to visit your Attractions, if you roll a 6, you may return "Lifetime" Pass Holder from your graveyard to the battlefield.
2
1
null
normal
"Name Sticker" Goblin
UNF
{2}{R}
3
Creature β€” Goblin Guest
When this creature enters the battlefield from anywhere other than a graveyard or exile, if it's on the battlefield and you control 9 or fewer creatures named "Name Sticker" Goblin, roll a 20-sided die. 1-6 | Add {R}{R}{R}{R}. 7-14 | Add {R}{R}{R}{R}{R}. 15-20 | Add {R}{R}{R}{R}{R}{R}.
2
2
null
normal
"Rumors of My Death . . ."
UST
{2}{B}
3
Enchantment
{3}{B}, Exile a permanent you control with a League of Dastardly Doom watermark: Return a permanent card with a League of Dastardly Doom watermark from your graveyard to the battlefield.
null
null
null
normal
+2 Mace
AFR
{1}{W}
2
Artifact β€” Equipment
Equipped creature gets +2/+2. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
1996 World Champion
PCEL
{W}{U}{B}{R}{G}
5
Summon Legend
Cannot be the target of spells or effects. World Champion has power and toughness equal to the life total of target opponent. {0}: Discard your hand to search your library for 1996 World Champion and reveal it to all players. Shuffle your library and put 1996 World Champion on top of it. Use this ability only at the beginning of your upkeep, and only if 1996 World Champion is in your library.
*
*
null
normal
A Display of My Dark Power
OARC
null
0
Scheme
When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana of any type that land produced.
null
null
null
scheme
A Golden Opportunity
YWOE
{2}{G}
3
Enchantment β€” Saga
(As this Saga enters and after your draw step add a lore counter. Sacrifice after III.) I β€” Conjure a card named Gilded Goose onto the battlefield. II, III β€” You may tap an untapped Bird you control and sacrifice an artifact. If you do, conjure a card named Golden Egg onto the battlefield.
null
null
null
normal
A Good Day to Pie
UNF
{1}{W}
2
Instant
Tap up to two target creatures. Whenever you put a name sticker on a creature, you may return A Good Day to Pie from your graveyard to your hand.
null
null
null
normal
A Good Thing
CMB1
{4}{W}{B}
6
Enchantment
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice A Good Thing. At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
null
null
null
normal
A Little Chat
SNC
{1}{U}
2
Instant
Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
null
null
null
normal
A Real Handful
UNF
{3}{B}
4
Creature β€” Alien Child Guest
As long as one or more hands are touching A Real Handful, it gets +2/+2. As long as two or more hands are touching A Real Handful, it has menace. As long as three or more hands are touching A Real Handful, it has lifelink.
1
1
null
normal
A Reckoning Approaches
OE01
null
0
Scheme
When you set this scheme in motion, look at the top six cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.
null
null
null
scheme
A Tale for the Ages
WOE
{1}{W}
2
Enchantment
Enchanted creatures you control get +2/+2.
null
null
null
normal
A-Acererak the Archlich
AFR
{2}{B}
3
Legendary Creature β€” Zombie Wizard
When Acererak the Archlich enters the battlefield, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon. Whenever Acererak the Archlich attacks, create a number of 2/2 black Zombie creature tokens equal to the number of opponents you have.
5
5
null
normal
A-Akki Ronin
NEO
{R}
1
Creature β€” Goblin Samurai
Whenever a Samurai or Warrior you control attacks alone, you may put a card from your hand on the bottom of your library. If you do, draw a card.
1
2
null
normal
A-Alrund's Epiphany
KHM
{5}{U}{U}
7
Sorcery
Take an extra turn after this one. If this spell was foretold, create two 1/1 blue Bird creature tokens with flying. Exile Alrund's Epiphany. Foretell {5}{U}{U}
null
null
null
normal
A-Alrund, God of the Cosmos // A-Hakka, Whispering Raven
KHM
{3}{U}{U}
5
Legendary Creature β€” God
Alrund gets +1/+1 for each card in your hand and each foretold card you own in exile. At the beginning of your end step, choose a card type, then reveal the top three cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order.
1
1
null
modal_dfc
A-Ancestral Katana
NEO
{1}{W}
2
Artifact β€” Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it. Equipped creature gets +2/+2 and has "This creature has first strike as long as it's attacking." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
A-Ardent Dustspeaker
STX
{2}{R}
3
Creature β€” Minotaur Shaman
Whenever Ardent Dustspeaker attacks, you may put an instant or sorcery card from your graveyard on the bottom of your library. If you do, exile the top two cards of your library. You may play those cards this turn.
3
2
null
normal
A-Armory Veteran
AFR
{1}{R}
2
Creature β€” Orc Warrior
Wardβ€”Pay 2 life. As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
2
2
null
normal
A-Asari Captain
NEO
{1}{R}{W}
3
Creature β€” Human Samurai
Trample, haste Whenever a Samurai or Warrior you control attacks alone, it gets +1/+0 until end of turn for each Samurai or Warrior you control.
2
1
null
normal
A-Baleful Beholder
HBG
{4}{B}{B}
6
Creature β€” Beholder
When Baleful Beholder enters the battlefield, choose one β€” β€’ Antimagic Cone β€” Each opponent sacrifices an enchantment. β€’ Fear Ray β€” Creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
7
5
null
normal
A-Base Camp
ZNR
null
0
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
null
null
null
normal
A-Binding Geist // A-Spectral Binding
VOW
{1}{U}
2
Creature β€” Spirit
Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until your next turn. Disturb {U} (You may cast this card from your graveyard transformed for its disturb cost.)
3
1
null
transform
A-Blessed Hippogriff // A-Tyr's Blessing
HBG
{3}{W}
4
Creature β€” Hippogriff
Flying Whenever Blessed Hippogriff attacks, target attacking creature without flying gains flying until end of turn.
2
3
null
adventure
A-Blood Artist
JMP
{1}{B}
2
Creature β€” Vampire
Whenever Blood Artist or another creature dies, target opponent loses 1 life and you gain 1 life.
0
1
null
normal
A-Bretagard Stronghold
KHM
null
0
Land
Bretagard Stronghold enters the battlefield tapped. {T}: Add {G}. {G}{W}{W}, {T}, Sacrifice Bretagard Stronghold: Distribute two +1/+1 counters among one or two target creatures you control. They gain vigilance and lifelink until end of turn. Activate only as a sorcery.
null
null
null
normal
A-Brine Comber // A-Brinebound Gift
VOW
{1}{W}{U}
3
Creature β€” Spirit
Whenever Brine Comber enters the battlefield or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying. Disturb {W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
2
2
null
transform
A-Bruenor Battlehammer
AFR
{2}{R}{W}
4
Legendary Creature β€” Dwarf Warrior
Each creature you control gets +2/+0 for each Equipment attached to it. {0}: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn.
5
4
null
normal
A-Buy Your Silence
SNC
{4}{W}
5
Instant
Exile target nonland permanent. Its controller creates a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
null
null
null
normal
A-Cabaretti Charm
SNC
{R}{G}{W}
3
Instant
Choose one β€” β€’ Cabaretti Charm deals damage equal to twice the number of creatures you control to target creature or planeswalker. β€’ Creatures you control get +1/+1 and gain trample until end of turn. β€’ Create two 1/1 green and white Citizen creature tokens.
null
null
null
normal
A-Canopy Tactician
KHM
{3}{G}
4
Creature β€” Elf Warrior
Other Elves you control get +1/+1. {T}: Add {G}{G}{G}.
3
4
null
normal
A-Capenna Express
SNC
{3}{G}
4
Artifact β€” Vehicle
Sacrifice a Treasure: Capenna Express becomes an artifact creature until end of turn. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
7
7
null
normal
A-Carnelian Orb of Dragonkind
HBG
{2}{R}
3
Artifact
{T}: Add one mana of any color. If that mana is spent on a Dragon creature spell, it gains haste until end of turn.
null
null
null
normal
A-Case the Joint
SNC
{4}{U}
5
Sorcery
Draw three cards, then look at the top card of each player's library.
null
null
null
normal
A-Cauldron Familiar
ELD
{B}
1
Creature β€” Cat
A-Cauldron Familiar can't block. When Cauldron Familiar enters the battlefield, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return Cauldron Familiar from your graveyard to the battlefield.
1
1
null
normal
A-Celebrity Fencer
SNC
{3}{W}
4
Creature β€” Elf Druid
Alliance β€” Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Celebrity Fencer.
3
3
null
normal
A-Celestial Regulator
SNC
{1}{W}{U}
3
Creature β€” Angel Advisor
Flying When Celestial Regulator enters the battlefield, choose target creature you don't control and tap it. If you control a creature with a counter on it, the chosen creature doesn't untap during its controller's next untap step.
1
4
null
normal
A-Circle of the Land Druid
HBG
{1}{G}
2
Creature β€” Gnome Druid
When Circle of the Land Druid enters the battlefield, you may mill four cards. (You may put the top four cards of your library into your graveyard.) Natural Recovery β€” When Circle of the Land Druid dies, return target land card from your graveyard to your hand.
2
1
null
normal
A-Circuit Mender
NEO
{3}
3
Artifact Creature β€” Insect
When Circuit Mender enters the battlefield, you gain 3 life. When Circuit Mender leaves the battlefield, draw a card.
2
3
null
normal
A-Civil Servant
SNC
{G}{W}
2
Creature β€” Cat Citizen
Whenever Civil Servant attacks, you may tap another untapped Citizen you control. If you do, Civil Servant gets +1/+0 and gains trample until end of turn.
2
3
null
normal
A-Cloister Gargoyle
AFR
{1}{W}
2
Artifact Creature β€” Gargoyle
When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
0
3
null
normal
A-Cobbled Lancer
VOW
{U}
1
Creature β€” Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {1}{U}, Exile Cobbled Lancer from your graveyard: Draw a card.
3
3
null
normal
A-Cosmos Charger
KHM
{2}{U}
3
Creature β€” Horse Spirit
Flash Flying Foretelling cards from your hand costs {1} less and can be done on any player's turn. Foretell {U}
3
2
null
normal
A-Cosmos Elixir
KHM
{4}
4
Artifact
At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life and scry 1.
null
null
null
normal
A-Dawnbringer Cleric
AFR
{1}{W}
2
Creature β€” Human Cleric
When Dawnbringer Cleric enters the battlefield, choose one β€” β€’ Cure Wounds β€” You gain 2 life. β€’ Dispel Magic β€” Destroy target enchantment. β€’ Gentle Repose β€” Exile target card from a graveyard.
1
4
null
normal
A-Deal Gone Bad
SNC
{3}{B}
4
Instant
Target creature gets -3/-3 until end of turn. Target player mills three cards. You gain 3 life.
null
null
null
normal
A-Death-Priest of Myrkul
AFR
{2}{B}{B}
4
Creature β€” Tiefling Cleric
Skeletons, Vampires, and Zombies you control get +1/+1. At the beginning of your end step, if a creature died this turn, create a 1/1 black Skeleton creature token.
3
3
null
normal
A-Demilich
AFR
{U}{U}{U}{U}
4
Creature β€” Skeleton Wizard
This spell costs {U} less to cast for each instant and sorcery spell you've cast this turn. Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy. You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
4
4
null
normal
A-Demon's Due
SNC
{3}{B}
4
Instant
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.
null
null
null
normal
A-Devoted Grafkeeper // A-Departed Soulkeeper
MID
{W}{U}
2
Creature β€” Human Peasant
When Devoted Grafkeeper enters the battlefield, mill four cards. Whenever you cast a spell from your graveyard, tap target creature you don't control. Disturb {1}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
2
2
null
transform
A-Dokuchi Silencer
NEO
{1}{B}
2
Creature β€” Human Ninja
Ninjutsu {1}{B} ({1}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever Dokuchi Silencer deals combat damage to a player, you may discard a card. When you do, destroy target creature or planeswalker that player controls.
2
1
null
normal
A-Dorothea, Vengeful Victim // A-Dorothea's Retribution
VOW
{W}{U}
2
Legendary Creature β€” Spirit
Flying When Dorothea, Vengeful Victim attacks or blocks, sacrifice it at end of combat. Disturb {W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
4
4
null
transform
A-Dragon's Rage Channeler
MH2
{R}
1
Creature β€” Human Shaman
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium β€” As long as there are four or more card types among cards in your graveyard, Dragon's Rage Channeler gets +2/+0, has flying, and attacks each combat if able.
1
1
null
normal
A-Dragonborn Looter
HBG
{U}
1
Creature β€” Dragon Rogue
{1}, {T}: Draw a card, then discard a card.
1
2
null
normal
A-Dreamshackle Geist
VOW
{1}{U}{U}
3
Creature β€” Spirit
Flying At the beginning of combat on your turn, choose up to one β€” β€’ Tap target creature. β€’ Target creature doesn't untap during its controller's next untap step.
3
2
null
normal
A-Druid Class
AFR
{1}{G}
2
Enchantment β€” Class
(Gain the next level as a sorcery to add its ability.) Landfall β€” Whenever a land enters the battlefield under your control, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {2}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
null
null
null
normal
A-Druidic Ritual
HBG
{2}{G}
3
Sorcery
You may mill three cards. Then return up to two creature and/or land cards from your graveyard to your hand.
null
null
null
normal
A-Dueling Coach
STX
{3}{W}
4
Creature β€” Human Monk
When Dueling Coach enters the battlefield, distribute two +1/+1 counters among one or two target creatures you control. {W}, {T}: Put a +1/+1 counter on each creature you control with a +1/+1 counter on it.
2
2
null
normal
A-Dungeon Descent
AFR
null
0
Land
{T}: Add {C}. {1}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
null
null
null
normal
A-Dwarfhold Champion
AFR
{1}{W}
2
Creature β€” Dwarf Warrior
Ward {1} As long as Dwarfhold Champion is equipped, it gets +0/+2.
3
1
null
normal
A-Earthquake Dragon
HBG
{14}{G}
15
Creature β€” Elemental Dragon
This spell costs {X} less to cast, where X is the total mana value of Dragons you control not named Earthquake Dragon. Flying, trample {2}{G}, Sacrifice a land: Return A-Earthquake Dragon from your graveyard to your hand.
10
10
null
normal
A-Eiganjo Exemplar
NEO
{W}
1
Enchantment Creature β€” Human Samurai
Whenever a Samurai or Warrior you control attacks alone, it gets +1/+1 until end of turn.
1
1
null
normal
A-Elderfang Ritualist
KHM
{1}{B}
2
Creature β€” Elf Cleric
When Elderfang Ritualist dies, you may exile it. If you do, return another target Elf or Tyvar card from your graveyard to your hand.
3
1
null
normal
A-Elderleaf Mentor
KHM
{2}{G}
3
Creature β€” Elf Warrior
When Elderleaf Mentor enters the battlefield, create a 1/1 green Elf Warrior creature token.
2
2
null
normal
A-Ellywick Tumblestrum
AFR
{2}{G}{G}
4
Legendary Planeswalker β€” Ellywick
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.) [βˆ’2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order. [βˆ’6]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
null
null
4
normal
A-Elven Bow
KHM
{G}
1
Artifact β€” Equipment
When Elven Bow enters the battlefield, you may pay {1}. If you do, create a 1/1 green Elf Warrior creature token, then attach Elven Bow to it. Equipped creature gets +1/+2 and has reach. Equip {3}
null
null
null
normal
A-Emerald Dragon // A-Dissonant Wave
HBG
{4}{G}{G}
6
Creature β€” Dragon
Flying, ward {2}
4
4
null
adventure
A-Exhibition Magician
SNC
{2}{R}
3
Creature β€” Human Wizard
When Exhibition Magician enters the battlefield, choose one β€” β€’ Create a 1/1 green and white Citizen creature token. β€’ Create a Treasure token.
2
2
null
normal
A-Eyes of the Beholder
HBG
{3}{B}{B}
5
Instant
Target creature gets -11/-11 until end of turn.
null
null
null
normal
A-Falcon Abomination
MID
{2}{U}
3
Creature β€” Zombie Bird
Flash Flying When Falcon Abomination enters the battlefield, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
2
2
null
normal
A-Fall of the Impostor
KHM
{G}{W}
2
Enchantment β€” Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II β€” Put a +1/+1 counter on up to one target creature. III β€” Exile a creature with the greatest power among creatures target opponent controls.
null
null
null
saga
A-Fates' Reversal
AFR
{B}
1
Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
null
null
null
normal
A-Find the Path
AFR
{2}{G}
3
Enchantment β€” Aura
Enchant land When Find the Path enters the battlefield, venture into the dungeon. Enchanted land has "{T}: Add two mana of any one color."
null
null
null
normal
A-Fires of Invention
ELD
{4}{R}
5
Enchantment
You can cast spells only during your turn and you can cast no more than two spells each turn. You may cast spells with mana value less than or equal to the number of lands you control without paying their mana costs.
null
null
null
normal
A-Forge Boss
SNC
{2}{B}{R}
4
Creature β€” Human Warrior
Whenever you sacrifice one or more other creatures, Forge Boss deals 2 damage to each opponent. This ability triggers only once each turn.
4
4
null
normal
A-Futurist Operative
NEO
{U}
1
Creature β€” Human Ninja
As long as Futurist Operative is tapped, it's a Human Citizen with base power and toughness 1/1 and can't be blocked. {2}{U}: Untap Futurist Operative.
0
4
null
normal
A-Glamorous Outlaw
SNC
{3}{U}{B}{R}
6
Creature β€” Vampire Rogue
When Glamorous Outlaw enters the battlefield, it deals 2 damage to each opponent and you gain 2 life. Scry 2. {1}, Exile Glamorous Outlaw from your hand: Target land gains "{T}: Add {U}, {B}, or {R}" until Glamorous Outlaw is cast from exile. You may cast Glamorous Outlaw for as long as it remains exiled.
4
5
null
normal
A-Glittermonger
SNC
{3}{G}
4
Creature β€” Elf Rogue
{T}: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
2
4
null
normal
A-Gnarlid Colony
ZNR
{1}{G}
2
Creature β€” Beast
Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) If Gnarlid Colony was kicked, it enters the battlefield with four +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has trample.
2
2
null
normal
A-Goggles of Night
HBG
{1}{U}
2
Artifact β€” Equipment
Whenever equipped creature deals combat damage to a player, scry 1, then draw a card. (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
A-Goma Fada Vanguard
ZNR
{1}{R}
2
Creature β€” Human Warrior
Whenever Goma Fada Vanguard attacks, target creature an opponent controls with power less than or equal to the number of Warriors and Equipment you control can't block this turn.
2
2
null
normal
A-Graveyard Shift
SNC
{4}{B}
5
Sorcery
This spell has flash as long as there are five or more mana values among cards in your graveyard. Return target creature card from your graveyard to the battlefield with an additional +1/+1 counter on it.
null
null
null
normal
A-Guildsworn Prowler
HBG
{1}{B}
2
Creature β€” Tiefling Rogue Assassin
Deathtouch When Guildsworn Prowler dies, if it wasn't blocking, draw a card.
1
1
null
normal
A-Gutter Skulker // A-Gutter Shortcut
VOW
{2}{U}
3
Creature β€” Spirit
Gutter Skulker can't be blocked as long as it's attacking alone. Disturb {2}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
3
3
null
transform
A-Hagra Constrictor
ZNR
{1}{B}
2
Creature β€” Snake
Hagra Constrictor enters the battlefield with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
0
0
null
normal
A-Harald Unites the Elves
KHM
{2}{B}{G}
4
Enchantment β€” Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I β€” Mill five cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II β€” Put a +1/+1 counter on each Elf you control. III β€” Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
null
null
null
saga
A-Harald, King of Skemfar
KHM
{1}{B}{G}
3
Legendary Creature β€” Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.) When Harald, King of Skemfar enters the battlefield, look at the top seven cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
3
2
null
normal
A-Haywire Mite
BRO
{1}
1
Artifact Creature β€” Insect
When Haywire Mite dies, you gain 3 life. {G}, Sacrifice Haywire Mite: Exile target noncreature artifact or noncreature enchantment.
1
2
null
normal
A-High-Rise Sawjack
SNC
{2}{G}
3
Creature β€” Elf Citizen
Reach Whenever High-Rise Sawjack blocks a creature with flying, High-Rise Sawjack gets +3/+0 until end of turn.
1
4
null
normal
A-Hobbling Zombie
MID
{1}{B}
2
Creature β€” Zombie
Deathtouch When Hobbling Zombie dies, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
2
2
null
normal
A-Imperial Subduer
NEO
{1}{W}
2
Creature β€” Human Samurai
Whenever a Samurai or Warrior you control attacks alone, tap target creature you don't control.
3
1
null
normal
A-Incriminate
SNC
{B}
1
Sorcery
Choose two target creatures controlled by the same player. That player sacrifices one of them.
null
null
null
normal
A-Iridescent Hornbeetle
ZNR
{3}{G}
4
Creature β€” Insect
At the beginning of your end step, create a 1/1 green Insect creature token for each +1/+1 counter you've put on creatures under your control this turn.
3
3
null
normal
A-Jackhammer
SNC
{R}
1
Artifact β€” Equipment
Equipped creature gets +2/+0. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
A-Jade Orb of Dragonkind
HBG
{2}{G}
3
Artifact
{T}: Add one mana of any color. When you spend this mana to cast a Dragon creature spell, it enters the battlefield with an additional +1/+1 counter on it and gains hexproof until your next turn.
null
null
null
normal
A-Kargan Intimidator
ZNR
{1}{R}
2
Creature β€” Human Warrior
Cowards can't block Warriors. {1}: Choose one that hasn't been chosen this turn β€” β€’ Target Warrior gets +1/+1 and gains trample until end of turn. β€’ Target creature becomes a Coward until end of turn.
3
1
null
normal
A-Kargan Warleader
ZNR
{1}{R}{W}
3
Creature β€” Human Warrior
Ward {1} Other Warriors you control get +1/+1 and have ward {1}.
3
3
null
normal