Cockatrice/Magic-Spoiler
2025-05-16 16:16:24 (UTC)
https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/FIC.xml
FIC
Final Fantasy Commander (Spoiler)
Commander
2025-06-13
20
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
GW
Legendary Creature — Human Cleric Druid
Creature
4
2GW
3/5
FIC
2
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
GW
Legendary Creature — Human Cleric Druid
Creature
4
2GW
3/5
FIC
2
Alisaie Leveilleur
Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.)
First strike
Dualcast — The second spell you cast each turn costs {2} less to cast.
W
Legendary Creature — Elf Wizard
Creature
3
2W
3/2
FIC
2
Alisaie Leveilleur
Partner with Alphinaud Leveilleur (When this creature enters, target player may put Alphinaud Leveilleur into their hand from their library, then shuffle.)
First strike
Dualcast — The second spell you cast each turn costs {2} less to cast.
W
Legendary Creature — Elf Wizard
Creature
3
2W
3/2
FIC
2
Alphinaud Leveilleur
Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.)
Vigilance
Eukrasia — Whenever you cast your second spell each turn, draw a card.
U
Legendary Creature — Elf Wizard
Creature
4
3U
2/4
FIC
2
Alphinaud Leveilleur
Partner with Alisaie Leveilleur (When this creature enters, target player may put Alisaie Leveilleur into their hand from their library, then shuffle.)
Vigilance
Eukrasia — Whenever you cast your second spell each turn, draw a card.
U
Legendary Creature — Elf Wizard
Creature
4
3U
2/4
FIC
2
Altered Ego
This spell can't be countered.
You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
GU
Creature — Shapeshifter
Creature
4
X2GU
0/0
FIC
2
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
U
Instant
Instant
1
U
FIC
3
Angel of the Ruins
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
W
Artifact Creature — Angel
Creature
7
5WW
5/7
FIC
2
Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
R
Creature — Incarnation
Creature
4
3R
2/2
FIC
2
Arcane Sanctum
This land enters tapped.
{T}: Add {W}, {U}, or {B}.
Land
Land
0
FIC
0
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
FIC
1
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
FIC
1
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
FIC
1
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
FIC
1
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
W
Artifact
Artifact
3
2W
FIC
1
Archfiend of Depravity
Flying
At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
B
Creature — Demon
Creature
5
3BB
5/4
FIC
2
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
U
Creature — Human Wizard
Creature
4
2UU
2/2
FIC
2
Ardbert, Warrior of Darkness
Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn.
Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn.
BW
Legendary Creature — Spirit Warrior
Creature
3
1WB
2/2
FIC
2
Ardbert, Warrior of Darkness
Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn.
Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn.
BW
Legendary Creature — Spirit Warrior
Creature
3
1WB
2/2
FIC
2
Armory Automaton
Whenever this creature enters or attacks, you may attach any number of target Equipment to it. (Control of the Equipment doesn't change.)
Artifact Creature — Construct
Creature
3
3
2/2
FIC
2
Ash Barrens
{T}: Add {C}.
Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Land
Land
0
FIC
0
Auron, Venerated Guardian
Vigilance
Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield.
W
Legendary Creature — Human Spirit Samurai
Creature
4
3W
2/5
FIC
2
Auron, Venerated Guardian
Vigilance
Shooting Star — Whenever Auron attacks, put a +1/+1 counter on it. When you do, exile target creature defending player controls with power less than Auron's power until Auron leaves the battlefield.
W
Legendary Creature — Human Spirit Samurai
Creature
4
3W
2/5
FIC
2
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
W
Sorcery
Sorcery
6
4WW
FIC
3
Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
W
Enchantment
Enchantment
1
W
FIC
1
Avalanche of Sector 7
Menace
Avalanche of Sector 7's power is equal to the number of artifacts your opponents control.
Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player.
R
Legendary Creature — Human Rebel
Creature
3
2R
*/3
FIC
2
Avalanche of Sector 7
Menace
Avalanche of Sector 7's power is equal to the number of artifacts your opponents control.
Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player.
R
Legendary Creature — Human Rebel
Creature
3
2R
*/3
FIC
2
Baleful Strix
Flying, deathtouch
When this creature enters, draw a card.
BU
Artifact Creature — Bird
Creature
2
UB
1/1
FIC
2
Bane of Progress
When this creature enters, destroy all artifacts and enchantments. Put a +1/+1 counter on this creature for each permanent destroyed this way.
G
Creature — Elemental
Creature
6
4GG
2/2
FIC
2
Banon, the Returners' Leader
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.
Whenever you attack, you may pay {1} and discard a card. If you do, draw a card.
RW
Legendary Creature Human Cleric Rebel
Creature
2
RW
1/3
FIC
2
Banon, the Returners' Leader
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.
Whenever you attack, you may pay {1} and discard a card. If you do, draw a card.
RW
Legendary Creature Human Cleric Rebel
Creature
2
RW
1/3
FIC
2
Barret, Avalanche Leader
Reach
Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.
At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
GR
Legendary Creature — Human Rebel
Creature
4
2RG
4/4
FIC
2
Barret, Avalanche Leader
Reach
Avalanche! — Whenever an Equipment you control enters, create a 2/2 red Rebel creature token.
At the beginning of combat on your turn, attach up to one target Equipment you control to target Rebel you control.
GR
Legendary Creature — Human Rebel
Creature
4
2RG
4/4
FIC
2
Bastion Protector
Commander creatures you control get +2/+2 and have indestructible.
W
Creature — Human Soldier
Creature
3
2W
3/3
FIC
2
Bastion of Remembrance
When this enchantment enters, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
B
Enchantment
Enchantment
3
2B
FIC
1
Battlefield Forge
{T}: Add {C}.
{T}: Add {R} or {W}. This land deals 1 damage to you.
Land
Land
0
FIC
0
Bedevil
Destroy target artifact, creature, or planeswalker.
BR
Instant
Instant
3
BBR
FIC
3
Behemoth Sledge
Equipped creature gets +2/+2 and has trample and lifelink.
Equip {3}
GW
Artifact — Equipment
Artifact
3
1GW
FIC
1
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
R
Instant
Instant
4
3R
FIC
3
Blitzball Stadium
When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.)
Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.
U
Artifact
Artifact
1
XU
FIC
1
Blitzball Stadium
When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.)
Go for the Goal! — {3}, {T}: Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.
U
Artifact
Artifact
1
XU
FIC
1
Blue Mage's Cane
Job select
Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost."
Spirit of the Whalaqee — Equip {2}
U
Artifact — Equipment
Artifact
3
2U
FIC
1
Blue Mage's Cane
Job select
Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost."
Spirit of the Whalaqee — Equip {2}
U
Artifact — Equipment
Artifact
3
2U
FIC
1
Bonders' Enclave
{T}: Add {C}.
{3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Land
0
FIC
0
Bred for the Hunt
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
GU
Enchantment
Enchantment
3
1GU
FIC
1
Bronze Guardian
Double strike
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Other artifacts you control have ward {2}.
Bronze Guardian's power is equal to the number of artifacts you control.
W
Artifact Creature — Golem
Creature
5
4W
*/5
FIC
2
Brushland
{T}: Add {C}.
{T}: Add {G} or {W}. This land deals 1 damage to you.
Land
Land
0
FIC
0
Bugenhagen, Wise Elder
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
{T}: Add one mana of any color.
G
Legendary Creature — Human Shaman
Creature
2
1G
1/3
FIC
2
Bugenhagen, Wise Elder
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
{T}: Add one mana of any color.
G
Legendary Creature — Human Shaman
Creature
2
1G
1/3
FIC
2
Cait Sith, Fortune Teller
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
R
Legendary Artifact Creature — Cat Moogle
Creature
4
3R
3/3
FIC
2
Cait Sith, Fortune Teller
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
R
Legendary Artifact Creature — Cat Moogle
Creature
4
3R
3/3
FIC
2
Canopy Vista
({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands.
Land — Forest Plains
Land
0
FIC
0
Celes, Rune Knight
When Celes enters, discard any number of cards, then draw that many cards plus one.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
BRW
Legendary Creature — Human Wizard Knight
Creature
4
1RWB
4/4
FIC
2
Celes, Rune Knight
When Celes enters, discard any number of cards, then draw that many cards plus one.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
BRW
Legendary Creature — Human Wizard Knight
Creature
4
1RWB
4/4
FIC
2
Celes, Rune Knight
When Celes enters, discard any number of cards, then draw that many cards plus one.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
BRW
Legendary Creature — Human Wizard Knight
Creature
4
1RWB
4/4
FIC
2
Celes, Rune Knight
When Celes enters, discard any number of cards, then draw that many cards plus one.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
BRW
Legendary Creature — Human Wizard Knight
Creature
4
1RWB
4/4
FIC
2
Celes, Rune Knight
When Celes enters, discard any number of cards, then draw that many cards plus one.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
BRW
Legendary Creature — Human Wizard Knight
Creature
4
1RWB
4/4
FIC
2
Champion's Helm
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}
Artifact — Equipment
Artifact
3
3
FIC
1
Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
W
Enchantment
Enchantment
2
XWW
FIC
1
Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
W
Enchantment
Enchantment
2
XWW
FIC
1
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
R
Instant
Instant
3
2R
FIC
3
Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
U
Creature — Squid Horror
Creature
3
2U
1/1
FIC
2
Chocobo Knights
Whenever you attack, creatures you control with counters on them gain double strike until end of turn.
W
Creature — Human Knight
Creature
4
3W
3/3
FIC
2
Chocobo Knights
Whenever you attack, creatures you control with counters on them gain double strike until end of turn.
W
Creature — Human Knight
Creature
4
3W
3/3
FIC
2
Choked Estuary
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}.
Land
Land
0
FIC
0
Cid, Freeflier Pilot
Equipment and Vehicle spells you cast cost {1} less to cast.
Jump — During your turn, Cid has flying.
{2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand.
W
Legendary Creature — Human Warrior Pilot
Creature
2
1W
2/2
FIC
2
Cid, Freeflier Pilot
Equipment and Vehicle spells you cast cost {1} less to cast.
Jump — During your turn, Cid has flying.
{2}, {T}: Return target Equipment or Vehicle card from your graveyard to your hand.
W
Legendary Creature — Human Warrior Pilot
Creature
2
1W
2/2
FIC
2
Cinder Glade
({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands.
Land — Mountain Forest
Land
0
FIC
0
Cleansing Nova
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
W
Sorcery
Sorcery
5
3WW
FIC
3
Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
W
Instant
Instant
4
2WW
FIC
3
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Land
Land
0
FIC
0
Cloud's Limit Break
Tiered (Choose one additional cost.)
• Cross-Slash — {0} — Destroy target tapped creature.
• Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers.
• Omnislash — {3}{W} — Destroy all tapped creatures.
W
Instant
Instant
2
1W
FIC
3
Cloud's Limit Break
Tiered (Choose one additional cost.)
• Cross-Slash — {0} — Destroy target tapped creature.
• Blade Beam — {1} — Destroy any number of target tapped creatures with different controllers.
• Omnislash — {3}{W} — Destroy all tapped creatures.
W
Instant
Instant
2
1W
FIC
3
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
GRW
Legendary Creature — Human Soldier Mercenary
Creature
5
2RGW
4/4
FIC
2
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
GRW
Legendary Creature — Human Soldier Mercenary
Creature
5
2RGW
4/4
FIC
2
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
GRW
Legendary Creature — Human Soldier Mercenary
Creature
5
2RGW
4/4
FIC
2
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
GRW
Legendary Creature — Human Soldier Mercenary
Creature
5
2RGW
4/4
FIC
2
Cloud, Ex-SOLDIER
Haste
When Cloud enters, attach up to one target Equipment you control to it.
Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
GRW
Legendary Creature — Human Soldier Mercenary
Creature
5
2RGW
4/4
FIC
2
Coin of Fate
When this artifact enters, surveil 1.
{3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
W
Artifact
Artifact
2
1W
FIC
1
Coin of Fate
When this artifact enters, surveil 1.
{3}{W}, {T}, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
W
Artifact
Artifact
2
1W
FIC
1
Collective Effort
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
W
Sorcery
Sorcery
3
1WW
FIC
3
Colossus Hammer
Equipped creature gets +10/+10 and loses flying.
Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
1
1
FIC
1
Combustible Gearhulk
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
R
Artifact Creature — Construct
Creature
6
4RR
6/6
FIC
2
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
FIC
0
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
FIC
0
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
FIC
0
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
FIC
0
Commander's Sphere
{T}: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
Artifact
Artifact
3
3
FIC
1
Conformer Shuriken
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip {2}
Legendary Artifact — Equipment
Artifact
2
2
FIC
1
Conformer Shuriken
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip {2}
Legendary Artifact — Equipment
Artifact
2
2
FIC
1
Conqueror's Flail
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip {2}
Artifact — Equipment
Artifact
2
2
FIC
1
Contaminated Aquifer
({T}: Add {U} or {B}.)
This land enters tapped.
Land — Island Swamp
Land
0
FIC
0
Coveted Jewel
When this artifact enters, draw three cards.
{T}: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.
Artifact
Artifact
6
6
FIC
1
Crackling Doom
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
BRW
Instant
Instant
3
RWB
FIC
3
Crux of Fate
Choose one —
• Destroy all Dragon creatures.
• Destroy all non-Dragon creatures.
B
Sorcery
Sorcery
5
3BB
FIC
3
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
G
Sorcery
Sorcery
3
2G
FIC
3
Cut a Deal
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
W
Sorcery
Sorcery
3
2W
FIC
3
Cyan, Vengeful Samurai
This spell costs {1} less to cast for each creature card in your graveyard.
Double strike
Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan.
W
Legendary Creature — Human Samurai
Creature
7
6W
3/3
FIC
2
Cyan, Vengeful Samurai
This spell costs {1} less to cast for each creature card in your graveyard.
Double strike
Whenever one or more creature cards leave your graveyard, put a +1/+1 counter on Cyan.
W
Legendary Creature — Human Samurai
Creature
7
6W
3/3
FIC
2
Damning Verdict
Destroy all creatures with no counters on them.
W
Sorcery
Sorcery
5
3WW
FIC
3
Dancer's Chakrams
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip {3}
W
Artifact — Equipment
Artifact
4
3W
FIC
1
Dancer's Chakrams
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip {3}
W
Artifact — Equipment
Artifact
4
3W
FIC
1
Darksteel Plate
Indestructible
Equipped creature has indestructible.
Equip {2}
Artifact — Equipment
Artifact
3
3
FIC
1
Darkwater Catacombs
{1}, {T}: Add {U}{B}.
Land
Land
0
FIC
0
Decimate
Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)
GR
Sorcery
Sorcery
4
2RG
FIC
3
Demolition Field
{T}: Add {C}.
{2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Land
0
FIC
0
Desolate Mire
{1}, {T}: Add {W}{B}.
Land
Land
0
FIC
0
Destroy Evil
Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment.
W
Instant
Instant
2
1W
FIC
3
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
U
Instant
Instant
8
6UU
FIC
3
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
W
Instant
Instant
1
W
FIC
3
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
Land
Land
0
FIC
0
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
Land
Land
0
FIC
0
Duskshell Crawler
When this creature enters, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
G
Creature — Insect
Creature
2
1G
0/3
FIC
2
Edgar, Master Machinist
Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped.
Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control.
RW
Legendary Creature — Human Artificer Noble
Creature
4
2RW
2/4
FIC
2
Edgar, Master Machinist
Once during each of your turns, you may cast an artifact spell from your graveyard. If you cast a spell this way, that artifact enters tapped.
Tools — Whenever Edgar attacks, it gets +X/+0 until end of turn, where X is the greatest mana value among artifacts you control.
RW
Legendary Creature — Human Artificer Noble
Creature
4
2RW
2/4
FIC
2
Elena, Turk Recruit
When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever you cast a historic spell, put a +1/+1 counter on Elena.
W
Legendary Creature — Human Assassin
Creature
3
2W
1/4
FIC
2
Elena, Turk Recruit
When Elena enters, return target non-Assassin historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever you cast a historic spell, put a +1/+1 counter on Elena.
W
Legendary Creature — Human Assassin
Creature
3
2W
1/4
FIC
2
Emet-Selch of the Third Seat
Spells you cast from your graveyard cost {2} less to cast.
Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn.
BU
Legendary Creature — Elder Wizard
Creature
4
2UB
3/4
FIC
2
Emet-Selch of the Third Seat
Spells you cast from your graveyard cost {2} less to cast.
Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn.
BU
Legendary Creature — Elder Wizard
Creature
4
2UB
3/4
FIC
2
Endless Detour
The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library.
GUW
Instant
Instant
3
GWU
FIC
3
Espers to Magicite
Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types.
B
Instant
Instant
4
3B
FIC
3
Espers to Magicite
Exile each opponent's graveyard. When you do, choose up to one target creature card exiled this way. Create a token that's a copy of that card, except it's an artifact and it loses all other card types.
B
Instant
Instant
4
3B
FIC
3
Estinien Varlineau
Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn.
At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn.
BW
Legendary Creature — Elf Warrior
Creature
4
2WB
3/3
FIC
2
Estinien Varlineau
Whenever you cast a noncreature spell, put a +1/+1 counter on Estinien Varlineau. It gains flying until end of turn.
At the beginning of your second main phase, you draw X cards and lose X life, where X is the number of your opponents who were dealt combat damage by Estinien Varlineau or a Dragon this turn.
BW
Legendary Creature — Elf Warrior
Creature
4
2WB
3/3
FIC
2
Everflowing Chalice
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
This artifact enters with a charge counter on it for each time it was kicked.
{T}: Add {C} for each charge counter on this artifact.
Artifact
Artifact
0
0
FIC
1
Evolving Wilds
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Land
0
FIC
0
Exotic Orchard
{T}: Add one mana of any color that a land an opponent controls could produce.
Land
Land
0
FIC
0
Explorer's Scope
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
1
1
FIC
1
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
B
Sorcery
Sorcery
2
XBB
FIC
3
Eye of Nidhogg
Enchant creature
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
B
Legendary Enchantment — Aura
Enchantment
3
2B
FIC
1
Eye of Nidhogg
Enchant creature
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
B
Legendary Enchantment — Aura
Enchantment
3
2B
FIC
1
Fandaniel, Telophoroi Ascian
Whenever you cast an instant or sorcery spell, surveil 1.
At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard.
B
Legendary Creature — Elder Wizard
Creature
5
4B
4/5
FIC
2
Fandaniel, Telophoroi Ascian
Whenever you cast an instant or sorcery spell, surveil 1.
At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard.
B
Legendary Creature — Elder Wizard
Creature
5
4B
4/5
FIC
2
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
W
Sorcery
Sorcery
6
4WW
FIC
3
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
FIC
3
Fathom Mage
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever a +1/+1 counter is put on this creature, you may draw a card.
GU
Creature — Human Wizard
Creature
4
2GU
1/1
FIC
2
Fetid Heath
{T}: Add {C}.
{W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.
Land
Land
0
FIC
0
Fight Rigging
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
G
Enchantment
Enchantment
3
2G
FIC
1
Final Judgment
Exile all creatures.
W
Sorcery
Sorcery
6
4WW
FIC
3
Fire-Lit Thicket
{T}: Add {C}.
{R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.
Land
Land
0
FIC
0
Flayer of the Hatebound
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.)
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
R
Creature — Devil
Creature
6
5R
4/2
FIC
2
Flooded Grove
{T}: Add {C}.
{G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.
Land
Land
0
FIC
0
Foreboding Ruins
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}.
Land
Land
0
FIC
0
Forge of Heroes
{T}: Add {C}.
{T}: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
Land
Land
0
FIC
0
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
G
Creature — Elemental
Creature
4
3G
0/3
FIC
2
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}.
Land
Land
0
FIC
0
Furious Rise
At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.
R
Enchantment
Enchantment
3
2R
FIC
1
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}.
Land
Land
0
FIC
0
G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X+1/+1 counters on it. Do this only once each turn.
BUW
Legendary Creature — Cat Wizard
Creature
3
WUB
2/3
FIC
2
G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X+1/+1 counters on it. Do this only once each turn.
BUW
Legendary Creature — Cat Wizard
Creature
3
WUB
2/3
FIC
2
G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X+1/+1 counters on it. Do this only once each turn.
BUW
Legendary Creature — Cat Wizard
Creature
3
WUB
2/3
FIC
2
G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X+1/+1 counters on it. Do this only once each turn.
BUW
Legendary Creature — Cat Wizard
Creature
3
WUB
2/3
FIC
2
G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X+1/+1 counters on it. Do this only once each turn.
BUW
Legendary Creature — Cat Wizard
Creature
3
WUB
2/3
FIC
2
Game Trail
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {G}.
Land
Land
0
FIC
0
Gatta and Luzzu
Flash
When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it.
W
Legendary Creature — Human Soldier
Creature
3
2W
1/1
FIC
2
Gatta and Luzzu
Flash
When Gatta and Luzzu enters, choose target creature you control. If damage would be dealt to that creature this turn, prevent that damage and put that many +1/+1 counters on it.
W
Legendary Creature — Human Soldier
Creature
3
2W
1/1
FIC
2
Gau, Feral Youth
Rage — Whenever Gau attacks, put a +1/+1 counter on it.
At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent.
R
Legendary Creature — Human Berserker
Creature
2
1R
2/2
FIC
2
Gau, Feral Youth
Rage — Whenever Gau attacks, put a +1/+1 counter on it.
At the beginning of each end step, if a card left your graveyard this turn, Gau deals damage equal to its power to each opponent.
R
Legendary Creature — Human Berserker
Creature
2
1R
2/2
FIC
2
General Leo Cristophe
When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control.
W
Legendary Creature — Human Soldier
Creature
5
4W
2/2
FIC
2
General Leo Cristophe
When General Leo Cristophe enters, return up to one target creature card with mana value 3 or less from your graveyard to the battlefield. Then put a +1/+1 counter on General Leo Cristophe for each creature you control.
W
Legendary Creature — Human Soldier
Creature
5
4W
2/2
FIC
2
Generous Patron
When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Whenever you put one or more counters on a creature you don't control, draw a card.
G
Creature — Elf Advisor
Creature
3
2G
1/4
FIC
2
Geothermal Bog
({T}: Add {B} or {R}.)
This land enters tapped.
Land — Swamp Mountain
Land
0
FIC
0
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
Land
Land
0
FIC
0
Gogo, Mysterious Mime
At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able.
R
Legendary Creature — Wizard
Creature
4
3R
2/2
FIC
2
Gogo, Mysterious Mime
At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able.
R
Legendary Creature — Wizard
Creature
4
3R
2/2
FIC
2
Grateful Apparition
Flying
Whenever this creature deals combat damage to a player or planeswalker, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
W
Creature — Spirit
Creature
2
1W
1/1
FIC
2
Graven Cairns
{T}: Add {C}.
{B/R}, {T}: Add {B}{B}, {B}{R}, or {R}{R}.
Land
Land
0
FIC
0
Gyre Sage
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
{T}: Add {G} for each +1/+1 counter on this creature.
G
Creature — Elf Druid
Creature
2
1G
1/2
FIC
2
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
G
Enchantment
Enchantment
1
G
FIC
1
Harmonize
Draw three cards.
G
Sorcery
Sorcery
4
2GG
FIC
3
Heidegger, Shinra Executive
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control.
At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
W
Legendary Creature — Human Soldier
Creature
4
3W
3/3
FIC
2
Heidegger, Shinra Executive
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control.
At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you.
W
Legendary Creature — Human Soldier
Creature
4
3W
3/3
FIC
2
Helitrooper
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Equip abilities you activate that target this creature cost {2} less to activate.
W
Creature — Human Soldier
Creature
2
1W
1/2
FIC
2
Helitrooper
Flying
Whenever this creature attacks, another target attacking creature gains flying until end of turn.
Equip abilities you activate that target this creature cost {2} less to activate.
W
Creature — Human Soldier
Creature
2
1W
1/2
FIC
2
Hellkite Tyrant
Flying, trample
Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls.
At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
R
Creature — Dragon
Creature
6
4RR
6/5
FIC
2
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact
Artifact
3
3
FIC
1
Hermes, Overseer of Elpis
Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance.
Whenever you attack with one or more Birds, scry 2.
U
Legendary Creature — Elder Wizard
Creature
4
3U
2/4
FIC
2
Hermes, Overseer of Elpis
Whenever you cast a noncreature spell, create a 1/1 blue Bird creature token with flying and vigilance.
Whenever you attack with one or more Birds, scry 2.
U
Legendary Creature — Elder Wizard
Creature
4
3U
2/4
FIC
2
Hero's Blade
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
2
2
FIC
1
Hero's Heirloom
Equipped creature gets +2/+1.
As long as equipped creature is legendary, it has trample and haste.
Equip {2}
Artifact — Equipment
Artifact
2
2
FIC
1
High Market
{T}: Add {C}.
{T}, Sacrifice a creature: You gain 1 life.
Land
Land
0
FIC
0
Hildibrand Manderville // Gentleman's Rise
W
Legendary Creature — Human Detective // Instant — Adventure
Creature
2
1W // 2B
2/2
FIC
3
Hildibrand Manderville // Gentleman's Rise
W
Legendary Creature — Human Detective // Instant — Adventure
Creature
2
1W // 2B
2/2
FIC
3
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
Land
Land
0
FIC
0
Hraesvelgr of the First Brood
Flying, vigilance, ward {2}
Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn.
U
Legendary Creature — Elder Dragon
Creature
5
4U
5/5
FIC
2
Hraesvelgr of the First Brood
Flying, vigilance, ward {2}
Shiva's Aid — When Hraesvelgr enters and whenever you cast a noncreature spell, target creature gets +1/+0 until end of turn and can't be blocked this turn.
U
Legendary Creature — Elder Dragon
Creature
5
4U
5/5
FIC
2
Hypnotic Sprite // Mesmeric Glare
U
Creature — Faerie // Instant — Adventure
Creature
2
UU // 2U
2/1
FIC
3
Idyllic Beachfront
({T}: Add {W} or {U}.)
This land enters tapped.
Land — Plains Island
Land
0
FIC
0
Incubation Druid
{T}: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
{3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
G
Creature — Elf Druid
Creature
2
1G
0/2
FIC
2
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Enchantment
Enchantment
5
3UU
FIC
1
Inspiring Call
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
G
Instant
Instant
3
2G
FIC
3
Inspiring Statuary
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Artifact
Artifact
3
3
FIC
1
Interceptor, Shadow's Hound
Menace
Assassins you control have menace.
Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
B
Legendary Creature — Dog
Creature
4
2BB
4/3
FIC
2
Interceptor, Shadow's Hound
Menace
Assassins you control have menace.
Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
B
Legendary Creature — Dog
Creature
4
2BB
4/3
FIC
2
Into the Story
This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard.
Draw four cards.
U
Instant
Instant
7
5UU
FIC
3
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
Land
Land
0
FIC
0
Jungle Shrine
This land enters tapped.
{T}: Add {R}, {G}, or {W}.
Land
Land
0
FIC
0
Kefka, Dancing Mad
During your turn, Kefka has indestructible.
At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value.
BR
Legendary Creature — Human Wizard
Creature
7
5BR
6/6
FIC
2
Kefka, Dancing Mad
During your turn, Kefka has indestructible.
At the beginning of your end step, exile a card at random from each opponent's graveyard. You may cast any number of spells from among cards exiled this way without paying their mana costs. Then each player who owns a spell you cast this way loses life equal to its mana value.
BR
Legendary Creature — Human Wizard
Creature
7
5BR
6/6
FIC
2
Key to the City
{T}, Discard a card: Up to one target creature can't be blocked this turn.
Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card.
Artifact
Artifact
2
2
FIC
1
Kimahri, Valiant Guardian
Vigilance
Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability.
GU
Legendary Creature — Cat Warrior
Creature
4
2GU
3/3
FIC
2
Kimahri, Valiant Guardian
Vigilance
Ronso Rage — At the beginning of combat on your turn, put a +1/+1 counter on Kimahri and tap target creature an opponent controls. Then you may have Kimahri become a copy of that creature, except its name is Kimahri, Valiant Guardian and it has vigilance and this ability.
GU
Legendary Creature — Cat Warrior
Creature
4
2GU
3/3
FIC
2
Krile Baldesion
Lifelink
Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn.
UW
Legendary Creature — Dwarf Wizard
Creature
2
WU
2/1
FIC
2
Krile Baldesion
Lifelink
Trace Aether — Whenever you cast a noncreature spell, you may return target creature card with mana value equal to that spell's mana value from your graveyard to your hand. Do this only once each turn.
UW
Legendary Creature — Dwarf Wizard
Creature
2
WU
2/1
FIC
2
Legions to Ashes
Exile target nonland permanent an opponent controls and all tokens that player controls with the same name as that permanent.
BW
Sorcery
Sorcery
3
1WB
FIC
3
Lethal Scheme
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.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
B
Instant
Instant
4
2BB
FIC
3
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
G
Instant
Instant
6
4GG
FIC
3
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
G
Instant
Instant
6
4GG
FIC
3
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip {0}
Artifact — Equipment
Artifact
2
2
FIC
1
Lingering Souls
Create two 1/1 white Spirit creature tokens with flying.
Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
W
Sorcery
Sorcery
3
2W
FIC
3
Locke, Treasure Hunter
Locke can't be blocked by creatures with greater power.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
BR
Legendary Creature — Human Rogue
Creature
3
1BR
2/3
FIC
2
Locke, Treasure Hunter
Locke can't be blocked by creatures with greater power.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
BR
Legendary Creature — Human Rogue
Creature
3
1BR
2/3
FIC
2
Lord Jyscal Guado
Flying
At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
W
Legendary Creature — Spirit Cleric
Creature
2
1W
2/1
FIC
2
Lord Jyscal Guado
Flying
At the beginning of each end step, if you put a counter on a creature this turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
W
Legendary Creature — Spirit Cleric
Creature
2
1W
2/1
FIC
2
Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
{3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Legendary Creature — Human Wizard
Creature
3
2U
2/3
FIC
2
Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
{3}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Legendary Creature — Human Wizard
Creature
3
2U
2/3
FIC
2
Luminous Broodmoth
Flying
Whenever a creature you control without flying dies, return it to the battlefield under its owner's control with a flying counter on it.
W
Creature — Insect
Creature
4
2WW
3/4
FIC
2
Lyse Hext
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Noncreature spells you cast cost {1} less to cast.
As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike.
UW
Legendary Creature — Human Rebel Monk
Creature
3
1WU
2/2
FIC
2
Lyse Hext
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Noncreature spells you cast cost {1} less to cast.
As long as you've cast two or more noncreature spells this turn, Lyse Hext has double strike.
UW
Legendary Creature — Human Rebel Monk
Creature
3
1WU
2/2
FIC
2
Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X+1/+1 counters on it and it becomes monstrous.)
G
Legendary Creature — Human Elf Cleric
Creature
3
2G
1/3
FIC
2
Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X+1/+1 counters on it and it becomes monstrous.)
G
Legendary Creature — Human Elf Cleric
Creature
3
2G
1/3
FIC
2
Mask of Memory
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
2
2
FIC
1
Meteor Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Artifact Creature — Golem
Creature
7
7
3/3
FIC
2
Millikin
{T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.)
Artifact Creature — Construct
Creature
2
2
0/1
FIC
2
Mind Stone
{T}: Add {C}.
{1}, {T}, Sacrifice this artifact: Draw a card.
Artifact
Artifact
2
2
FIC
1
Mog, Moogle Warrior
Lifelink
Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control.
RW
Legendary Creature — Moogle Warrior
Creature
3
1RW
1/2
FIC
2
Mog, Moogle Warrior
Lifelink
Dance — At the beginning of your end step, each player may discard a card. Each player who discarded a card this way draws a card. If a creature card was discarded this way, you create a 1/2 white Moogle creature token with lifelink. Then if a noncreature card was discarded this way, put a +1/+1 counter on each Moogle you control.
RW
Legendary Creature — Moogle Warrior
Creature
3
1RW
1/2
FIC
2
Morbid Opportunist
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
B
Creature — Human Rogue
Creature
3
2B
1/3
FIC
2
Mortify
Destroy target creature or enchantment.
BW
Instant
Instant
3
1WB
FIC
3
Mossfire Valley
{1}, {T}: Add {R}{G}.
Land
Land
0
FIC
0
Murderous Rider // Swift End
B
Creature — Zombie Knight // Instant — Adventure
Creature
3
1BB // 1BB
2/3
FIC
3
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
G
Sorcery
Sorcery
2
1G
FIC
3
Nesting Grounds
{T}: Add {C}.
{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
Land
Land
0
FIC
0
Night's Whisper
You draw two cards and you lose 2 life.
B
Sorcery
Sorcery
2
1B
FIC
3
Nomad Outpost
This land enters tapped.
{T}: Add {R}, {W}, or {B}.
Land
Land
0
FIC
0
O'aka, Traveling Merchant
{T}, Remove a counter from a nonland permanent you control: Draw a card.
U
Legendary Creature — Human Citizen
Creature
2
1U
1/2
FIC
2
O'aka, Traveling Merchant
{T}, Remove a counter from a nonland permanent you control: Draw a card.
U
Legendary Creature — Human Citizen
Creature
2
1U
1/2
FIC
2
Observed Stasis
Flash
Enchant creature an opponent controls
When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls.
Enchanted creature loses all abilities and can't attack or block.
U
Enchantment — Aura
Enchantment
4
3U
FIC
1
Observed Stasis
Flash
Enchant creature an opponent controls
When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls.
Enchanted creature loses all abilities and can't attack or block.
U
Enchantment — Aura
Enchantment
4
3U
FIC
1
Overflowing Basin
{1}, {T}: Add {G}{U}.
Land
Land
0
FIC
0
Palace Jailer
When this creature enters, you become the monarch.
When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.
W
Creature — Human Soldier
Creature
4
2WW
2/2
FIC
2
Papalymo Totolymo
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life.
{4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
BW
Legendary Creature — Dwarf Wizard
Creature
2
WB
1/2
FIC
2
Papalymo Totolymo
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life.
{4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
BW
Legendary Creature — Dwarf Wizard
Creature
2
WB
1/2
FIC
2
Path of Ancestry
This land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Land
0
FIC
0
Path of Discovery
Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
G
Enchantment
Enchantment
4
3G
FIC
1
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
W
Instant
Instant
1
W
FIC
3
Pitiless Plunderer
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
B
Creature — Human Pirate
Creature
4
3B
1/4
FIC
2
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}.
Land
Land
0
FIC
0
Prairie Stream
({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands.
Land — Plains Island
Land
0
FIC
0
Priest of Fell Rites
{T}, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Unearth {3}{W}{B} ({3}{W}{B}: 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.)
BW
Creature — Human Warlock
Creature
2
WB
2/2
FIC
2
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
R
Creature — Human Warrior
Creature
3
2R
2/3
FIC
2
Professor Hojo
The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
G
Legendary Creature — Human Scientist
Creature
2
1G
2/2
FIC
2
Professor Hojo
The first activated ability you activate during your turn that targets a creature you control costs {2} less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
G
Legendary Creature — Human Scientist
Creature
2
1G
2/2
FIC
2
Promise of Loyalty
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
W
Sorcery
Sorcery
5
4W
FIC
3
Propaganda
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
U
Enchantment
Enchantment
3
2U
FIC
1
Protection Magic
Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.)
W
Instant
Instant
2
1W
FIC
3
Protection Magic
Put a shield counter on each of up to three target creatures. (If a creature with a shield counter would be dealt damage or destroyed, remove a shield counter from it instead.)
W
Instant
Instant
2
1W
FIC
3
Pull from Tomorrow
Draw X cards, then discard a card.
U
Instant
Instant
2
XUU
FIC
3
Puresteel Paladin
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
W
Creature — Human Knight
Creature
2
WW
2/2
FIC
2
Radiant Grove
({T}: Add {G} or {W}.)
This land enters tapped.
Land — Forest Plains
Land
0
FIC
0
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
FIC
3
Rampant Rejuvenator
This creature enters with two +1/+1 counters on it.
When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle.
G
Creature — Plant Hydra
Creature
4
3G
0/0
FIC
2
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value.
B
Sorcery
Sorcery
1
B
FIC
3
Reaper's Scythe
Job select
At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn.
Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types.
Death Sickle — Equip {2}
B
Artifact — Equipment
Artifact
3
2B
FIC
1
Reaper's Scythe
Job select
At the beginning of your end step, put a soul counter on this Equipment for each player who lost life this turn.
Equipped creature gets +1/+1 for each soul counter on this Equipment and is an Assassin in addition to its other types.
Death Sickle — Equip {2}
B
Artifact — Equipment
Artifact
3
2B
FIC
1
Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
GR
Legendary Creature — Beast Warrior
Creature
3
1RG
3/3
FIC
2
Red XIII, Proud Warrior
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
GR
Legendary Creature — Beast Warrior
Creature
3
1RG
3/3
FIC
2
Rejoin the Fight
Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control.
B
Sorcery
Sorcery
6
5B
FIC
3
Rejoin the Fight
Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control.
B
Sorcery
Sorcery
6
5B
FIC
3
Relic of Legends
{T}: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color.
Artifact
Artifact
3
3
FIC
1
Resourceful Defense
Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control.
{4}{W}: Move any number of counters from target permanent you control to another target permanent you control.
W
Enchantment
Enchantment
3
2W
FIC
1
Rikku, Resourceful Guardian
Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control.
Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
U
Legendary Creature — Human Artificer
Creature
3
2U
2/3
FIC
2
Rikku, Resourceful Guardian
Whenever you put one or more counters on a creature, until end of turn, that creature can't be blocked by creatures your opponents control.
Steal — {1}, {T}: Move a counter from target creature an opponent controls onto target creature you control. Activate only as a sorcery.
U
Legendary Creature — Human Artificer
Creature
3
2U
2/3
FIC
2
Rise of the Dark Realms
Put all creature cards from all graveyards onto the battlefield under your control.
B
Sorcery
Sorcery
9
7BB
FIC
3
Rite of Replication
Kicker {5} (You may pay an additional {5} as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
U
Sorcery
Sorcery
4
2UU
FIC
3
Rogue's Passage
{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
Land
Land
0
FIC
0
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Land
Land
0
FIC
0
Rugged Prairie
{T}: Add {C}.
{R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}.
Land
Land
0
FIC
0
Ruin Grinder
Menace
When this creature dies, each player may discard their hand and draw seven cards.
Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
R
Artifact Creature — Construct
Creature
6
5R
7/4
FIC
2
Ruinous Ultimatum
Destroy all nonland permanents your opponents control.
BRW
Sorcery
Sorcery
7
RRWWWBB
FIC
3
SOLDIER Military Program
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
• Create a 1/1 white Soldier creature token.
• Put a +1/+1 counter on each of up to two Soldiers you control.
W
Enchantment
Enchantment
3
2W
FIC
1
SOLDIER Military Program
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
• Create a 1/1 white Soldier creature token.
• Put a +1/+1 counter on each of up to two Soldiers you control.
W
Enchantment
Enchantment
3
2W
FIC
1
Sabin, Master Monk
Double strike
Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
You may cast this card from your graveyard using its blitz ability.
R
Legendary Creature — Human Noble Monk
Creature
5
4R
4/3
FIC
2
Sabin, Master Monk
Double strike
Blitz—{2}{R}{R}, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
You may cast this card from your graveyard using its blitz ability.
R
Legendary Creature — Human Noble Monk
Creature
5
4R
4/3
FIC
2
Sacred Peaks
({T}: Add {R} or {W}.)
This land enters tapped.
Land — Mountain Plains
Land
0
FIC
0
Scavenger Grounds
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Land — Desert
Land
0
FIC
0
Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
{T}, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
W
Creature — Human Scout
Creature
2
1W
1/1
FIC
2
Seaside Citadel
This land enters tapped.
{T}: Add {G}, {W}, or {U}.
Land
Land
0
FIC
0
Secret Rendezvous
You and target opponent each draw three cards.
W
Sorcery
Sorcery
3
1WW
FIC
3
Secret Rendezvous
You and target opponent each draw three cards.
W
Sorcery
Sorcery
3
1WW
FIC
3
Secret Rendezvous
You and target opponent each draw three cards.
W
Sorcery
Sorcery
3
1WW
FIC
3
Secret Rendezvous
You and target opponent each draw three cards.
W
Sorcery
Sorcery
3
1WW
FIC
3
Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
RW
Legendary Creature — Human Avatar Soldier
Creature
5
3RW
7/5
FIC
2
Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — {3}, Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
RW
Legendary Creature — Human Avatar Soldier
Creature
5
3RW
7/5
FIC
2
Sepulchral Primordial
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
B
Creature — Avatar
Creature
7
5BB
5/4
FIC
2
Setzer, Wandering Gambler
When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2.
Whenever a Vehicle you control deals combat damage to a player, flip a coin.
Whenever you win a coin flip, create two tapped Treasure tokens.
BR
Legendary Creature — Human Rogue Pilot
Creature
3
1BR
2/2
FIC
2
Setzer, Wandering Gambler
When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2.
Whenever a Vehicle you control deals combat damage to a player, flip a coin.
Whenever you win a coin flip, create two tapped Treasure tokens.
BR
Legendary Creature — Human Rogue Pilot
Creature
3
1BR
2/2
FIC
2
Shadow, Mysterious Assassin
Deathtouch
Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent.
B
Legendary Creature — Human Assassin
Creature
3
2B
3/3
FIC
2
Shadow, Mysterious Assassin
Deathtouch
Throw — Whenever Shadow deals combat damage to a player, you may sacrifice another nonland permanent. If you do, draw two cards and each opponent loses life equal to the mana value of the sacrificed permanent.
B
Legendary Creature — Human Assassin
Creature
3
2B
3/3
FIC
2
Shadowblood Ridge
{1}, {T}: Add {B}{R}.
Land
Land
0
FIC
0
Shelinda, Yevon Acolyte
Lifelink
Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda.
GW
Legendary Creature — Human Cleric
Creature
2
GW
2/2
FIC
2
Shelinda, Yevon Acolyte
Lifelink
Whenever another creature you control enters, put a +1/+1 counter on that creature if its power is less than Shelinda's power. Otherwise, put a +1/+1 counter on Shelinda.
GW
Legendary Creature — Human Cleric
Creature
2
GW
2/2
FIC
2
Shineshadow Snarl
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {B}.
Land
Land
0
FIC
0
Siegfried, Famed Swordsman
Menace
When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard.
B
Legendary Creature — Human Warrior Rogue
Creature
4
3B
2/2
FIC
2
Siegfried, Famed Swordsman
Menace
When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard.
B
Legendary Creature — Human Warrior Rogue
Creature
4
3B
2/2
FIC
2
Sin, Unending Cataclysm
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X+1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
GU
Legendary Creature — Leviathan Avatar
Creature
7
5GU
5/5
FIC
2
Sin, Unending Cataclysm
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X+1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
GU
Legendary Creature — Leviathan Avatar
Creature
7
5GU
5/5
FIC
2
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1}
Artifact — Equipment
Artifact
1
1
FIC
1
Skycloud Expanse
{1}, {T}: Add {W}{U}.
Land
Land
0
FIC
0
Slayers' Stronghold
{T}: Add {C}.
{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Land
Land
0
FIC
0
Smoldering Marsh
({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands.
Land — Swamp Mountain
Land
0
FIC
0
Snort
Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way.
Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
R
Sorcery
Sorcery
4
3R
FIC
3
Snort
Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way.
Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
R
Sorcery
Sorcery
4
3R
FIC
3
Snuff Out
If you control a Swamp, you may pay 4 life rather than pay this spell's mana cost.
Destroy target nonblack creature. It can't be regenerated.
B
Instant
Instant
4
3B
FIC
3
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
FIC
1
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
FIC
1
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
FIC
1
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
FIC
1
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Artifact Creature — Golem
Creature
4
4
2/2
FIC
2
Sphere Grid
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample.
G
Enchantment
Enchantment
2
1G
FIC
1
Sphere Grid
Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Unlock Ability — Creatures you control with +1/+1 counters on them have reach and trample.
G
Enchantment
Enchantment
2
1G
FIC
1
Spire of Industry
{T}: Add {C}.
{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Land
0
FIC
0
Stitch Together
Return target creature card from your graveyard to your hand.
Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard.
B
Sorcery
Sorcery
2
BB
FIC
3
Stitcher's Supplier
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
B
Creature — Zombie
Creature
1
B
1/1
FIC
2
Strago and Relm
Sketch and Lore—{2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery.
R
Legendary Creature — Human Wizard
Creature
3
2R
1/3
FIC
2
Strago and Relm
Sketch and Lore—{2}{R}, {T}: Target opponent exiles cards from the top of their library until they exile an instant, sorcery, or creature card. You may cast that card without paying its mana cost. If you cast a creature spell this way, it gains haste and "At the beginning of the end step, sacrifice this creature." Activate only as a sorcery.
R
Legendary Creature — Human Wizard
Creature
3
2R
1/3
FIC
2
Sublime Epiphany
Choose one or more —
• Counter target spell.
• Counter target activated or triggered ability.
• Return target nonland permanent to its owner's hand.
• Create a token that's a copy of target creature you control.
• Target player draws a card.
U
Instant
Instant
6
4UU
FIC
3
Sulfurous Springs
{T}: Add {C}.
{T}: Add {B} or {R}. This land deals 1 damage to you.
Land
Land
0
FIC
0
Summon: Esper Valigarmanda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile an instant or sorcery card from each graveyard.
II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell.
Flying, haste
R
Enchantment Creature — Saga Drake
Creature
4
3R
3/3
FIC
2
Summon: Esper Valigarmanda
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile an instant or sorcery card from each graveyard.
II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell.
Flying, haste
R
Enchantment Creature — Saga Drake
Creature
4
3R
3/3
FIC
2
Summon: Good King Mog XII
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I - Create two 1/2 white Moogle creature tokens with lifelink.
II, III - Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV - Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
W
Enchantment Creature — Saga Moogle
Creature
5
4W
4/4
FIC
2
Summon: Good King Mog XII
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I - Create two 1/2 white Moogle creature tokens with lifelink.
II, III - Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV - Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
W
Enchantment Creature — Saga Moogle
Creature
5
4W
4/4
FIC
2
Summon: Ixion
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I - Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III - Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
W
Enchantment Creature — Saga Unicorn
Creature
3
2W
3/3
FIC
2
Summon: Ixion
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I - Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III - Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
W
Enchantment Creature — Saga Unicorn
Creature
3
2W
3/3
FIC
2
Summon: Kujata
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
R
Enchantment Creature — Saga Ox
Creature
6
5R
7/5
FIC
2
Summon: Kujata
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Lightning — This creature deals 3 damage to each of up to two target creatures.
II — Ice — Up to three target creatures can't block this turn.
III — Fire — Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent.
Trample, haste
R
Enchantment Creature — Saga Ox
Creature
6
5R
7/5
FIC
2
Summon: Magus Sisters
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
G
Enchantment Creature — Saga Faerie
Creature
5
4G
5/5
FIC
2
Summon: Magus Sisters
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II, III — Choose one at random —
• Combine Powers! — Put three +1/+1 counters on target creature.
• Defense! — Put a shield counter on target creature. You gain 3 life.
• Fight! — This creature fights up to one target creature an opponent controls.
Haste
G
Enchantment Creature — Saga Faerie
Creature
5
4G
5/5
FIC
2
Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I - Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV - Tap up to one target creature and put a stun counter on it.
Flying
U
Enchantment Creature — Saga Drake
Creature
5
4U
5/4
FIC
2
Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I - Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV - Tap up to one target creature and put a stun counter on it.
Flying
U
Enchantment Creature — Saga Drake
Creature
5
4U
5/4
FIC
2
Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I - Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III - Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures.
IV - Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
W
Enchantment Creature — Saga Samurai
Creature
4
3W
5/5
FIC
2
Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I - Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III - Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures.
IV - Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
W
Enchantment Creature — Saga Samurai
Creature
4
3W
5/5
FIC
2
Summoner's Sending
At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater.
W
Enchantment
Enchantment
2
1W
FIC
1
Summoner's Sending
At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater.
W
Enchantment
Enchantment
2
1W
FIC
1
Summoning Materia
You may look at the top card of your library any time.
As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library.
Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}."
Equip {2}
G
Artifact — Equipment
Artifact
3
2G
FIC
1
Summoning Materia
You may look at the top card of your library any time.
As long as this Equipment is attached to a creature, you may cast creature spells from the top of your library.
Equipped creature gets +2/+2 and has vigilance and "{T}: Add {G}."
Equip {2}
G
Artifact — Equipment
Artifact
3
2G
FIC
1
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
W
Creature — Giant
Creature
6
4WW
6/6
FIC
2
Sungrass Prairie
{1}, {T}: Add {G}{W}.
Land
Land
0
FIC
0
Sunken Hollow
({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands.
Land — Island Swamp
Land
0
FIC
0
Sunken Ruins
{T}: Add {C}.
{U/B}, {T}: Add {U}{U}, {U}{B}, or {B}{B}.
Land
Land
0
FIC
0
Sunlit Marsh
({T}: Add {W} or {B}.)
This land enters tapped.
Land — Plains Swamp
Land
0
FIC
0
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
Land
Land
0
FIC
0
Sunscorch Regent
Flying
Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.
W
Creature — Dragon
Creature
5
3WW
4/3
FIC
2
Sunscorched Divide
{1}, {T}: Add {R}{W}.
Land
Land
0
FIC
0
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
2
2
FIC
1
Sword of the Animist
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip {2}
Legendary Artifact — Equipment
Artifact
2
2
FIC
1
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
W
Instant
Instant
1
W
FIC
3
Syphon Mind
Each other player discards a card. You draw a card for each card discarded this way.
B
Sorcery
Sorcery
4
3B
FIC
3
Talisman of Conviction
{T}: Add {C}.
{T}: Add {R} or {W}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
FIC
1
Talisman of Dominance
{T}: Add {C}.
{T}: Add {U} or {B}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
FIC
1
Talisman of Hierarchy
{T}: Add {C}.
{T}: Add {W} or {B}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
FIC
1
Talisman of Indulgence
{T}: Add {C}.
{T}: Add {B} or {R}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
FIC
1
Talisman of Progress
{T}: Add {C}.
{T}: Add {W} or {U}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
FIC
1
Tangled Islet
({T}: Add {G} or {U}.)
This land enters tapped.
Land — Forest Island
Land
0
FIC
0
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
W
Legendary Creature — Dwarf Advisor
Creature
2
1W
0/3
FIC
2
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
W
Legendary Creature — Dwarf Advisor
Creature
2
1W
0/3
FIC
2
Temple of Enlightenment
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {W} or {U}.
Land
Land
0
FIC
0
Temple of Mystery
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {G} or {U}.
Land
Land
0
FIC
0
Temple of Plenty
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Add {G} or {W}.
Land
Land
0
FIC
0
Temple of the False God
{T}: Add {C}{C}. Activate only if you control five or more lands.
Land
Land
0
FIC
0
Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
BRW
Legendary Creature — Human Wizard Warrior
Creature
3
RWB
3/3
FIC
2
Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
BRW
Legendary Creature — Human Wizard Warrior
Creature
3
RWB
3/3
FIC
2
Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
BRW
Legendary Creature — Human Wizard Warrior
Creature
3
RWB
3/3
FIC
2
Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
BRW
Legendary Creature — Human Wizard Warrior
Creature
3
RWB
3/3
FIC
2
Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay {2}. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
BRW
Legendary Creature — Human Wizard Warrior
Creature
3
RWB
3/3
FIC
2
Thancred Waters
Flash
Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters.
Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn.
W
Legendary Creature — Human Warrior
Creature
5
4W
3/5
FIC
2
Thancred Waters
Flash
Royal Guard — When Thancred Waters enters, another target legendary permanent you control gains indestructible for as long as you control Thancred Waters.
Whenever you cast a noncreature spell, Thancred Waters gains indestructible until end of turn.
W
Legendary Creature — Human Warrior
Creature
5
4W
3/5
FIC
2
The Falcon, Airship Restored
Flying
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
{4}{B}: Return this card from your graveyard to the battlefield tapped.
Crew 2
B
Legendary Artifact — Vehicle
Artifact
3
2B
4/3
FIC
1
The Falcon, Airship Restored
Flying
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
{4}{B}: Return this card from your graveyard to the battlefield tapped.
Crew 2
B
Legendary Artifact — Vehicle
Artifact
3
2B
4/3
FIC
1
The Warring Triad
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
{T}, Mill a card: Target player adds one mana of any color.
Legendary Artifact Creature — God
Creature
3
3
5/5
FIC
2
The Warring Triad
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
{T}, Mill a card: Target player adds one mana of any color.
Legendary Artifact Creature — God
Creature
3
3
5/5
FIC
2
Thought Vessel
You have no maximum hand size.
{T}: Add {C}.
Artifact
Artifact
2
2
FIC
1
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
G
Sorcery
Sorcery
2
1G
FIC
3
Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
GUW
Legendary Creature — Human Warrior
Creature
3
GWU
3/3
FIC
2
Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
GUW
Legendary Creature — Human Warrior
Creature
3
GWU
3/3
FIC
2
Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
GUW
Legendary Creature — Human Warrior
Creature
3
GWU
3/3
FIC
2
Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
GUW
Legendary Creature — Human Warrior
Creature
3
GWU
3/3
FIC
2
Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
GUW
Legendary Creature — Human Warrior
Creature
3
GWU
3/3
FIC
2
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
GRW
Legendary Creature — Human Monk
Creature
4
1RGW
4/4
FIC
2
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
GRW
Legendary Creature — Human Monk
Creature
4
1RGW
4/4
FIC
2
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
GRW
Legendary Creature — Human Monk
Creature
4
1RGW
4/4
FIC
2
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
GRW
Legendary Creature — Human Monk
Creature
4
1RGW
4/4
FIC
2
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
GRW
Legendary Creature — Human Monk
Creature
4
1RGW
4/4
FIC
2
Tireless Tracker
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
G
Creature — Human Scout
Creature
3
2G
3/2
FIC
2
Together Forever
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
{1}: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
W
Enchantment
Enchantment
2
WW
FIC
1
Tome of Legends
This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card.
Artifact
Artifact
2
2
FIC
1
Torrential Gearhulk
Flash
When this creature enters, you may cast target instant card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
U
Artifact Creature — Construct
Creature
6
4UU
5/6
FIC
2
Tragic Arrogance
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
W
Sorcery
Sorcery
5
3WW
FIC
3
Trailblazer's Boots
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip {2}
Artifact — Equipment
Artifact
2
2
FIC
1
Transpose
Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
B
Instant
Instant
3
2B
FIC
3
Transpose
Draw a card, then discard a card. You lose 1 life. If this spell was cast from your hand, create a 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent."
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
B
Instant
Instant
3
2B
FIC
3
Tromell, Seymour's Butler
Each other nontoken creature you control enters with an additional +1/+1 counter on it.
{1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
G
Legendary Creature — Elf Advisor
Creature
3
2G
2/3
FIC
2
Tromell, Seymour's Butler
Each other nontoken creature you control enters with an additional +1/+1 counter on it.
{1}, {T}: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
G
Legendary Creature — Elf Advisor
Creature
3
2G
2/3
FIC
2
Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
W
Instant
Instant
3
2W
FIC
3
Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
W
Instant
Instant
3
2W
FIC
3
Ultimate Magic: Meteor
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
Foretell {5}{R} (During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
R
Sorcery
Sorcery
6
5R
FIC
3
Ultimate Magic: Meteor
Ultimate Magic: Meteor deals 7 damage to each creature. If this spell was cast from exile, for each opponent, choose an artifact or land that player controls. Destroy the chosen permanents.
Foretell {5}{R} (During your turn, you may pay 2 and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
R
Sorcery
Sorcery
6
5R
FIC
3
Umaro, Raging Yeti
Trample
At the beginning of combat on your turn, choose one at random —
• Other creatures you control get +3/+0 and gain trample until end of turn.
• Discard your hand, then draw four cards.
• Umaro deals 5 damage to any target.
R
Legendary Creature — Yeti Berserker
Creature
6
5R
6/6
FIC
2
Umaro, Raging Yeti
Trample
At the beginning of combat on your turn, choose one at random —
• Other creatures you control get +3/+0 and gain trample until end of turn.
• Discard your hand, then draw four cards.
• Umaro deals 5 damage to any target.
R
Legendary Creature — Yeti Berserker
Creature
6
5R
6/6
FIC
2
Underground River
{T}: Add {C}.
{T}: Add {U} or {B}. This land deals 1 damage to you.
Land
Land
0
FIC
0
Unfinished Business
Return target creature card from your graveyard to the battlefield, then return up to two target Aura and/or Equipment cards from your graveyard to the battlefield attached to that creature. (If the Auras can't enchant that creature, they remain in your graveyard.)
W
Sorcery
Sorcery
5
3WW
FIC
3
Urianger Augurelt
Whenever you play a land from exile or cast a spell from exile, you gain 2 life.
Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down.
Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast.
UW
Legendary Creature — Elf Advisor
Creature
2
WU
1/3
FIC
2
Urianger Augurelt
Whenever you play a land from exile or cast a spell from exile, you gain 2 life.
Draw Arcanum — {T}: Look at the top card of your library. You may exile it face down.
Play Arcanum — {T}: Until end of turn, you may play cards exiled with Urianger Augurelt. Spells you cast this way cost {2} less to cast.
UW
Legendary Creature — Elf Advisor
Creature
2
WU
1/3
FIC
2
Vandalblast
Destroy target artifact you don't control.
Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
R
Sorcery
Sorcery
1
R
FIC
3
Vanquish the Horde
This spell costs {1} less to cast for each creature on the battlefield.
Destroy all creatures.
W
Sorcery
Sorcery
8
6WW
FIC
3
Vincent, Vengeful Atoner
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
R
Legendary Creature — Assassin
Creature
3
2R
3/3
FIC
2
Vincent, Vengeful Atoner
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
R
Legendary Creature — Assassin
Creature
3
2R
3/3
FIC
2
Vindicate
Destroy target permanent.
BW
Sorcery
Sorcery
3
1WB
FIC
3
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {U}.
Land
Land
0
FIC
0
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
BUW
Instant
Instant
3
WUB
FIC
3
Wakka, Devoted Guardian
Reach, trample
Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka.
Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control.
GW
Legendary Creature — Human Warrior
Creature
4
2GW
4/4
FIC
2
Wakka, Devoted Guardian
Reach, trample
Whenever Wakka deals combat damage to a player, destroy up to one target artifact that player controls and put a +1/+1 counter on Wakka.
Blitzball Captain — At the beginning of your end step, if a counter was put on Wakka this turn, put a +1/+1 counter on each other creature you control.
GW
Legendary Creature — Human Warrior
Creature
4
2GW
4/4
FIC
2
Walking Ballista
This creature enters with X +1/+1 counters on it.
{4}: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Artifact Creature — Construct
Creature
0
XX
0/0
FIC
2
Wayfarer's Bauble
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Artifact
1
1
FIC
1
Wooded Ridgeline
({T}: Add {R} or {G}.)
This land enters tapped.
Land — Mountain Forest
Land
0
FIC
0
Wrecking Ball Arm
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature {3}
Equip {7}
Legendary Artifact — Equipment
Artifact
2
2
FIC
1
Wrecking Ball Arm
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature {3}
Equip {7}
Legendary Artifact — Equipment
Artifact
2
2
FIC
1
Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
BUW
Legendary Creature — Cat Warlock
Creature
4
1WUB
2/4
FIC
2
Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
BUW
Legendary Creature — Cat Warlock
Creature
4
1WUB
2/4
FIC
2
Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
BUW
Legendary Creature — Cat Warlock
Creature
4
1WUB
2/4
FIC
2
Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
BUW
Legendary Creature — Cat Warlock
Creature
4
1WUB
2/4
FIC
2
Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
BUW
Legendary Creature — Cat Warlock
Creature
4
1WUB
2/4
FIC
2
Yuffie, Materia Hunter
Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
R
Legendary Creature — Human Ninja
Creature
3
2R
3/3
FIC
2
Yuffie, Materia Hunter
Ninjutsu {1}{R} ({1}{R}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
When Yuffie enters, gain control of target noncreature artifact for as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie.
R
Legendary Creature — Human Ninja
Creature
3
2R
3/3
FIC
2
Yuna's Decision
Choose one —
• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield.
• Find Another Way — Return one or two target permanent cards from your graveyard to your hand.
G
Sorcery
Sorcery
4
3G
FIC
3
Yuna's Decision
Choose one —
• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield.
• Find Another Way — Return one or two target permanent cards from your graveyard to your hand.
G
Sorcery
Sorcery
4
3G
FIC
3
Yuna's Whistle
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X+1/+1 counters on target creature you control, where X is the mana value of that card.
G
Instant
Instant
3
1GG
FIC
3
Yuna's Whistle
Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order. When you reveal a creature card this way, put X+1/+1 counters on target creature you control, where X is the mana value of that card.
G
Instant
Instant
3
1GG
FIC
3
Yuna, Grand Summoner
Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
GUW
Legendary Creature — Human Cleric
Creature
4
1GWU
1/5
FIC
2
Yuna, Grand Summoner
Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
GUW
Legendary Creature — Human Cleric
Creature
4
1GWU
1/5
FIC
2
Yuna, Grand Summoner
Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
GUW
Legendary Creature — Human Cleric
Creature
4
1GWU
1/5
FIC
2
Yuna, Grand Summoner
Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
GUW
Legendary Creature — Human Cleric
Creature
4
1GWU
1/5
FIC
2
Yuna, Grand Summoner
Grand Summon — {T}: Add one mana of any color. When you next cast a creature spell this turn, that creature enters with two additional +1/+1 counters on it.
Whenever another permanent you control is put into a graveyard from the battlefield, if it had one or more counters on it, you may put that number of +1/+1 counters on target creature.
GUW
Legendary Creature — Human Cleric
Creature
4
1GWU
1/5
FIC
2