Contribute to Me Now - Share via - - Google+ - E-mail

Marvel Magic Cards

Marvel Magic Cards

This is a list of all cards in the Revised expansion of Marvel Magic. These fantasy cards are not produced or endorsed by Wizards of the Coast. Magic The Gathering is a trademark of Hasbro.

Notes:

  • Some cards have the ability "spacefaring." If something has spacefaring, it has flying and flanking.
  • The text about Armor Equipment (A creature can’t be equipped with more than one Armor) is understood to be a game rule inherent to Armor Equipment and thus not an ability. That’s why it appears as reminder text.
NameMana CostTypePTRules Text
A.I.M. Scientist R Creature -- A.I.M. Scientist 1 1 Tap two untapped A.I.M. Scientists you control: Search your library for a card named Super-Adaptoid and put it onto the battlefield. Then shuffle your library.
Tap four untapped A.I.M. Scientists you control: Search your library for a card named M.O.D.O.K. and put it onto the battlefield. Then shuffle your library.
Tap eight untapped A.I.M. Scientists you control: Search your library for a card named Cosmic Cube and put it onto the battlefield. Then shuffle your library.
Abandoned Base Land T: Add 1 to your mana pool.
T, Sacrifice Abandoned Base: Destroy target land.
Abomination 3GGG Legendary Creature -- Gamma 6 5 G: Regenerate Abomination.
Absorb Life-Force X1B Sorcery Spend only black mana on X.
Absorb Life-Force deals X damage to target creature or player. You gain life equal to the damage dealt, but not more life than the player’s life total before Absorb Life-Force dealt damage or the creature’s toughness.
Adam Warlock 3GWW Legendary Creature 5 4 Spacefaring
When Adam Warlock dies, return it to the battlefield under its owner’s control with three cocoon counters on it.
As long as Adam Warlock has a cocoon counter on it, it has shroud and it can’t attack or block.
At the beginning of your upkeep, remove a cocoon counter from Adam Warlock.
Adam 1GB Legendary Creature -- Golem 3 4
Adamantium-Laced Skeleton 2RR Enchantment -- Aura Enchant creature
Enchanted creature gets +3/+2.
At the beginning of the upkeep of enchanted creature’s controller, Adamantium-Laced Skeleton deals 6 damage to that creature.
At the beginning of the draw step of enchanted creature’s controller, untap that creature.
Alpha Primitives 3R Creature -- Inhuman Shapeshifter 3 3 Sacrifice Alpha Primitives: Destroy target Wall.
Alternate Origin 1WW Enchantment At the beginning of your upkeep, put an origin counter on Alternate Origin.
Remove X origin counters from Alternate Origin: You may put a creature card with converted mana cost X from your hand onto the battlefield. If you do, that creature gains haste.
Ancient Winter 1GG Sorcery Ancient Winter can’t be countered by spells or abilities.
Destroy target land.
Animal Attraction 4G Sorcery Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the other revealed cards into your graveyard.
Animal Instinct 1G Enchantment -- Aura Enchant creature
Enchanted creature gets +X/+Y, where X is equal to half the number of Forests you control, rounded down, and Y is equal to half the number of Forests you control, rounded up.
Animate Matter WU Enchantment -- Aura Enchant permanent
As long as enchanted permanent is a Wall creature, it can attack as though it didn’t have defender.
Threshold -- As long as enchanted permanent is an artifact and isn’t a creature, and seven or more cards are in your graveyard, it’s an artifact creature with power and toughness each equal to its converted mana cost.
Antibody Carrier 1WW Enchantment -- Aura Enchant creature
Enchanted creature can’t be enchanted by other Auras and can’t have counters placed on it.
1W: Choose one -- Remove a counter from target creature you control; or destroy target Aura attached to a creature you control.
Ants 1GG Creature -- Insect 0 1 1: Ants gets +1/+1 until end of turn.
Apocalypse 5BBB Legendary Creature -- Mutant 6 7 If Apocalypse would be put into a graveyard from anywhere, reveal Apocalypse and shuffle it into its owner’s library instead.
T, Sacrifice a creature: Target creature other than Apocalypse becomes black. Put three +1/+1 counters on that creature.
2: Apocalypse gets +1/+1 until end of turn.
4, T: Search your library for a Mutant card, reveal it, and put it into your hand. Then shuffle your library.
Aragorn 1WW Legendary Creature -- Pegasus 2 2 Flying
Whenever Aragorn attacks, you may tap target untapped creature you control other than Aragorn with power 2 or greater. If you do, until end of turn, Aragorn gains that creature’s abilities and gets +X/+Y, where X is the creature’s power and Y is the creature’s toughness. When Aragorn leaves the battlefield this turn, sacrifice that creature. When the creature leaves the battlefield this turn, sacrifice Aragorn.
Archangel 1U Legendary Creature -- Mutant 1 2 Flying, vigilance
T, Put a -1/-1 counter on Archangel: Regenerate target creature.
Armored Assault 2U Instant Search your library for up to two Armor cards, reveal them, and put them into your hand. Then shuffle your library.
Army Resources 3R Enchantment Attacking creatures you control get +1/+0.
Army of the Dead 4BB Sorcery You may cast Army of the Dead any time you could cast an instant if you pay 2 more to cast it.
Each player returns all creature cards from his or her graveyard to the battlefield.
Artifact Manipulation 2U Instant Until end of turn, target artifact is an artifact creature with power and toughness each equal to its converted mana cost. That artifact gains flying until end of turn.
Asgard Legendary Land Asgard enters the battlefield tapped.
T, Sacrifice Asgard: Add WW to your mana pool.
Creatures named Odin and creatures named Thor get +0/+1.
At the beginning of your upkeep, you may search your library for an Asgardian card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.
Asgardian Frost Giant 3UR Creature -- Asgardian Giant 3 2 Asgardian Frost Giant gets +1/+2 as long as you control a snow land.
Whenever Asgardian Frost Giant attacks a player who controls a snow land, Asgardian Frost Giant gets +2/+2 until end of turn.
Asgardian Frost Ogre 2UR Creature -- Asgardian Ogre 2 1 Asgardian Frost Ogre gets +1/+2 as long as you control a snow land.
Whenever Asgardian Frost Ogre attacks a player who controls a snow land, Asgardian Frost Ogre gets +2/+2 until end of turn.
Asgardian Troll 2RR Creature -- Asgardian Troll 3 3 Whenever Asgardian Troll blocks a non-Asgardian creature, that creature doesn’t untap during its controller’s next untap step.
R: Regenerate Asgardian Troll.
Assault Rifle 5 Artifact -- Equipment Assault Rifle enters the battlefield with twelve bullet counters on it.
Equipped creature has "T, Remove two bullet counters from Assault Rifle: Assault Rifle deals 2 damage to target creature or player."
Equip 0
Asteroid M Legendary Land Asteroid M enters the battlefield tapped.
T, Sacrifice Asteroid M: Add RR to your mana pool.
Creatures named Magneto get +0/+1.
At the beginning of your upkeep, you may search your library for a black or red Mutant card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.
Atlantean Guard U Creature -- Atlantean Merfolk 1 4 Atlantean Guard can’t attack unless defending player controls an Island.
When you control no Islands, sacrifice Atlantean Guard.
Atlantean Invader UU Creature -- Atlantean Merfolk 2 1 Islandwalk
Atlantean Scout U Creature -- Atlantean Merfolk 0 1 Atlantean Scout can’t attack unless defending player controls an Island.
When you control no Islands, sacrifice Atlantean Scout.
1: Until end of turn, Atlantean Scout loses "Atlantean Scout can’t attack unless defending player controls an Island" and "When you control no Islands, sacrifice Atlantean Scout."
Whenever Atlantean Scout becomes blocked by a creature, draw a card.
Atlantean Stormtroopers U Creature -- Atlantean Merfolk 1 1 Haste
Atlantean Stormtroopers can’t attack unless defending player controls an Island.
When you control no Islands, sacrifice Atlantean Stormtroopers.
1: Until end of turn, Atlantean Stormtroopers loses "Atlantean Stormtroopers can’t attack unless defending player controls an Island" and "When you control no Islands, sacrifice Atlantean Stormtroopers."
Atlantis Attacks 1UU Enchantment Atlantean creatures you control get +1/+1 and have first strike and islandwalk.
Atlantean creatures you control attack each turn if able.
As long as a permanent named Atlantis is on the battlefield, Atlantean creatures you control get +0/+1 and have banding.
Whenever a permanent named Atlantis leaves the battlefield, Atlantean creatures you control get +2/+2 and gain haste until end of turn.
Atlantis Legendary Land Atlantis enters the battlefield tapped.
T, Sacrifice Atlantis: Add UU to your mana pool.
Creatures named Sub-Mariner and creatures named Namorita get +0/+1.
At the beginning of your upkeep, you may search your library for an Atlantean card, reveal that card, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.
Attilan Legendary Land T: Add 1 to your mana pool.
1, T: Add U or R to your mana pool.
All Inhumans have shroud.
Avalanche 2R Legendary Creature -- Mutant Mercenary 1 2 R, T: Tap target land.
RR, T: Return target land to its owner’s hand.
2RRRR, T: Destroy target land.
Avengers Day W Instant Cast Avengers Day only during an opponent’s upkeep.
That player skips all combat phases this turn.
Avengers Mansion Legendary Land T: Add 1 to your mana pool.
1, T: Add R or W to your mana pool.
Creatures you control have vigilance.
Avengers Scuba Gear 1 Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature has islandwalk.
Equipped creature can’t attack unless defending player controls an Island.
Equip 1
Avengers Sky-Sled 4 Artifact 2, T: Target creature gains flying until end of turn.
Avengers R Enchantment As long as you control a permanent named Captain America, Thor, or Tony Stark, creatures you control have flanking.
Badoon Warrior 1G Creature -- Soldier Warrior 2 1 First strike
Balder 4WWW Legendary Creature -- Asgardian 3 3 Shroud
Prevent all damage that would be dealt to Balder.
Banshee WR Legendary Creature -- Mutant 2 1 R: Banshee gains flying until end of turn.
Whenever Banshee attacks, you may pay X. If you do, tap X target creatures and Banshee deals 1 damage to each creature tapped this way. Spend only red mana this way.
Baxter Building Legendary Land T: Add 1 to your mana pool.
1, T: Add W or R to your mana pool.
Whenever a creature attacks, it doesn’t untap during its controller’s next untap step.
Beast 3U Legendary Creature -- Mutant Scientist 3 2 First strike
Whenever a Mutant you control dies or becomes the target of a spell or ability an opponent controls, you may draw a card.
Beehive Legendary Land T: Add 1 to your mana pool.
1G: Add R or G to your mana pool.
All creatures have "When this creature enters the battlefield, if it’s on the battlefield, you may have target opponent gain control of this creature. If you do, draw a card."
Berserker Rage G Instant Cast Berserker Rage only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Beta Ray Bill 2RRRRR Legendary Creature 7 7 Spacefaring
RRR, T: Beta Ray Bill deals 3 damage to target creature or player.
GGG, T: Beta Ray Bill deals 2 damage to each other creature with flying and each player.
At the beginning of your upkeep, unless you pay RG, Beta Ray Bill becomes 1/1 and blue until your next upkeep.
Bishop 2UR Legendary Creature -- Mutant Soldier 2 1 Whenever Bishop is dealt noncombat damage, put that many +1/+0 counters on it.
At the beginning of each end step, if Bishop dealt damage this turn, remove all +1/+0 counters from Bishop.
T: Bishop deals damage equal to its power to target creature.
Black Barrier 2B Creature -- Wall 0 5 Defender
Whenever Black Barrier blocks a creature, that creature doesn’t untap during its controller’s next untap step.
Black Bolt 3UU Legendary Creature -- Inhuman 2 2 All Inhuman creatures get +0/+1.
UU: Black Bolt gets +2/+2 and gains flying until end of turn. Activate this ability only once each turn.
XRR, T: Choose one -- Black Bolt deals X plus X damage to target creature; or destroy target basic land. Then tap each creature with toughness X or less.
Black Cat 1R Legendary Creature -- Rogue 1 1 First strike
1: The next time an opponent would flip a coin this turn, instead that player flips two coins and you ignore one.
Black Panther GG Legendary Creature -- Scientist 2 2 First strike, flanking, forestwalk
Black Queen 2BB Legendary Creature -- Mutant Wizard 1 1 XBB, T: Black Queen deals X damage to target creature. You gain X life. If Black Queen would die this turn, shuffle it into its owner’s library instead. Spend only black mana on X.
Black Widow R Legendary Creature 1 1 First strike
1: Black Widow becomes a S.H.I.E.L.D.-Agent until end of turn.
Blade, Vampire Slayer WB Legendary Creature 2 2 Prevent all damage that would be dealt to Blade, Vampire Slayer by Vampires.
T: Exile target Vampire.
2, T: Search target player’s library for a Vampire card and exile it. Then that player shuffles his or her library.
Blazing Assault XR Sorcery Blazing Assault deals X damage to target creature or player.
Blob 4G Legendary Creature -- Mutant 4 5 Absorb 1
Whenever Blob gains flying, Blob loses flying.
T: Tap target creature blocked by Blob and it doesn’t untap during its controller’s next untap step. Blob assigns combat damage equal to its toughness rather than its power this turn.
Blood Sacrifice B Instant As an additional cost to cast Blood Sacrifice, sacrifice a creature.
Add X mana in any combination of B and/or R to your mana pool, where X is the sacrificed creature’s converted mana cost.
Bloodstone 2RR Legendary Creature 3 2 Whenever Bloodstone blocks, it gets +0/+2 until end of turn.
R: Regenerate Bloodstone.
2RR, T: Gain control of target artifact for as long as Bloodstone remains on the battlefield.
Blue Area of the Moon Legendary Land T: Add 1 to your mana pool.
1, T: Add W or U to your mana pool.
As long as a player controls no creatures with spacefaring, that player plays with his or her hand revealed.
Bodysliding 1U Instant Target creature phases out.
Book of Vishanti 5 Legendary Artifact Shroud
You have no maximum hand size.
2, T: Search your library for an enchantment, instant, or sorcery card and exile it. Then shuffle your library.
At the beginning of your upkeep, you may put a card exiled with Book of Vishanti into its owner’s hand. If you do, you skip your draw step this turn.
Brick Wall 2 Artifact Creature -- Wall 0 6 Defender
When Brick Wall blocks a creature with power 3 or greater, return Brick Wall to its owner’s hand at end of combat. (Return it only if it’s on the battlefield.)
Brittle Bones 1B Enchantment -- Aura Enchant creature
When enchanted creature is dealt damage, destroy it. It can’t be regenerated.
Brood Hunters 2B Creature -- Brood 2 2 Flying
Brood-World Legendary Land T: Add 1 to your mana pool.
1T: Add B or G to your mana pool.
Whenever a creature dealt damage by a Brood you control this turn dies, put a 1/1 black Brood creature token with flying onto the battlefield.
Brotherhood of Evil Mutants B Enchantment As long as you control a permanent named Magneto or Mystique and three or more other Mutants, Mutant creatures you control get +3/+1 and have first strike.
When you control a permanent named Professor X, destroy Brotherhood of Evil Mutants.
Bullet Rain 4R Sorcery Bullet Rain deals 4 damage divided as you choose among one, two, three, or four target creatures and/or players.
Bullseye 1BB Legendary Creature -- Mercenary 1 3 If Bullseye would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead.
Buy-Out W Instant As an additional cost to cast Buy-Out, pay 2 life.
Gain control of target Mercenary.
Cable 3UR Legendary Creature -- Mutant Soldier 3 2 T: Choose one -- Look at target player’s hand; or Cable deals 2 damage to target creature; or Cable gets +0/+3 until end of turn.
T: Exile Cable. Return it to the battlefield under your control at the beginning of your next upkeep.
Cage 2RR Legendary Creature -- Mercenary 4 6 At the beginning of your upkeep, you may pay 2RR. If you don’t, each player may bid life for control of Cage. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of Cage. If a player gains control of Cage this way, Cage’s owner gains 2 life.
Call of the Jungle 1G Sorcery Search your library for a Forest card and put it onto the battlefield. Then shuffle your library.
Cannonball 2UR Legendary Creature -- Mutant 1 1 2: Cannonball gets +2/+7 and gains flying until end of turn. Activate this ability only once each turn.
Captain America’s Shield 3 Legendary Artifact -- Equipment Captain America’s Shield is indestructible.
Equipped creature gets +0/+6.
As long as equipped creature is named Captain America, it has "1, T: Captain America’s Shield becomes a 2/12 artifact creature with haste and flying until end of turn. At the beginning of the next cleanup step, attach Captain America’s Shield to this creature." (Equipment that’s a creature can’t equip a creature.)
Equip 1
Captain America 2W Legendary Creature -- Soldier 2 2 First strike, banding
Threshold -- As long as seven or more cards are in your graveyard, Captain America has "RWU, T: Search your library for a card named Captain America’s Shield, reveal it, and put it into your hand. Then shuffle your library."
Captain Britain 2WW Legendary Creature 4 5 Flying
At the beginning of your upkeep, if you don’t control a Forest, put a -1/-1 counter on Captain Britain if its toughness is 2 or greater.
Whenever you put a Forest onto the battlefield, remove all -1/-1 counters from Captain Britain.
Captain Marvel II 2UU Legendary Creature -- Kree Soldier Shapeshifter 3 4 Spacefaring
When Captain Marvel II enters the battlefield, target permanent named Rick Jones phases out. If it does, it can’t phase in for as long as Captain Marvel II remains on the battlefield.
UU: Captain Marvel II phases out.
0: Choose one -- Look at the top card of target player’s library; or look at target player’s hand.
Captain Universe 1W Legendary Enchantment -- Aura Flash
Enchant creature
You may choose only a blocking creature as Captain Universe’s target as you cast Captain Universe.
When Captain Universe enters the battlefield, enchanted creature gets +X/+Y until end of turn, where X is its power and Y is its toughness.
Enchanted creature has spacefaring and "W: Regenerate this creature."
At the beginning of each end step, return Captain Universe to its owner’s hand. (Return it only if it’s on the battlefield.)
Careful Research W Enchantment -- Aura Enchant creature
At the beginning of your upkeep, you may put a page counter on Careful Research.
When enchanted creature dies, draw a card for each page counter on Careful Research.
Carnage 3BB Legendary Creature 2 3 BB, T: Carnage loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay BB to end this effect.
Enchanted creature gets +3/+4, is black, and has first strike.
Enchanted creature attacks each turn if able.
Cask of Ancient Winters 3 Legendary Artifact All lands are snow.
Cathedral 3W Enchantment Untapped creatures you control get +0/+2.
Cavern Land Cavern enters the battlefield tapped.
T: Add R to your mana pool.
Cycling 2
Center of Attention 1W Instant Whenever target creature attacks and isn’t blocked this turn, tap all other creatures.
Cerebro 5 Legendary Artifact 4, T: Search your library for a Mutant card, reveal it, and put it into your hand. Then shuffle your library.
1, T: Search your library for a Mutant card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only if you control a permanent named Professor X.
Changing of the Guard 3RR Instant As an additional cost to cast Changing of the Guard, sacrifice four creatures.
Search your library for up to four creature cards with different names and with total power and toughness less than or equal to the total power and toughness of the sacrificed creatures and put them onto the battlefield. They have haste. Then shuffle your library.
Claim Land 4W Enchantment -- Aura Enchant land
You control enchanted land.
Classified Information 1U Instant Look at the top X cards of your library, where X is the number of legendary creatures, then put them back in any order.
Clea 1WR Legendary Creature -- Faltinian Wizard 2 3 T: The next 1 damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.
2W: Prevent the next 1 damage that would be dealt to target creature or player this turn.
RR: Clea gets +1/+0 until end of turn.
Cletus Kasady B Legendary Creature 1 1 When Cletus Kasady enters the battlefield, attach all Auras named Carnage to it. Cletus Kasady gains "Auras named Carnage can be attached only to creatures named Cletus Kasady."
Rather than pay the activation cost of abilities of permanents named Carnage, the ability’s controller may pay B.
Madness 1
Cloak & Dagger B Enchantment Creatures named Cloak and creatures named Dagger get +0/+1.
XBB: Choose target creature named Cloak and X other target creatures. If a creature chosen this way is named Dagger, return all creatures chosen this way to their owners' hands. Otherwise, the creature named Cloak deals 2 damage to each creature chosen this way and return all creatures from among them with nonlethal damage to their owners' hands.
Cloak 1BB Legendary Creature -- Mutant 1 4 BBB: Cloak gains shadow until end of turn.
Whenever Cloak blocks or becomes blocked by a creature, exile that creature unless its controller pays 2 life.
Whenever Cloak deals damage to an opponent, that player discards a card at random.
At the beginning of your upkeep, you may remove a light counter from Cloak. If you do, untap Cloak. Otherwise, exile target creature you control.
Clouds Land Clouds enters the battlefield tapped.
T: Add W to your mana pool.
Cycling 2
Colossus 3GG Legendary Creature -- Mutant 1 2 2: Colossus gets +5/+5 until end of turn. Activate this ability only once each turn.
T: Target creature named Wolverine gets +3/+0 and gains flying until end of turn.
Sacrifice Colossus: Destroy target permanent named Legacy Virus.
Concrete Jungle Land T: Add 1 to your mana pool.
T: Add R or G to your mana pool. Activate this ability only if you control a Mountain.
Contemplate U Instant Draw three cards, then put two cards from your hand on top of your library in any order.
Contract from Hell BBB Sorcery Draw four cards. You lose half your life, rounded up.
Cosmic Cube 10 Artifact 3, T: You may choose a card you own from outside the game and put it into your hand.
Cosmic Massacre 3RRRR Sorcery Cosmic Massacre deals 3 damage to target player and each creature he or she controls.
Crimson Bands of Cytorrak R Enchantment When you cast Crimson Bands of Cytorrak, counter it unless you control a Wizard.
Return Crimson Bands of Cytorrak to its owner’s hand: Prevent all combat damage that would be dealt by target unblocked creature this turn.
Crush 1R Instant Destroy target artifact.
Crystal RGWU Legendary Creature -- Inhuman 1 1 RR, T: Crystal deals 3 damage to target white or blue creature.
GG, T: Crystal deals 3 damage to target blue or black creature.
WW, T: Crystal deals 3 damage to target black or red creature.
UU, T: Crystal deals 3 damage to target red or green creature.
Cunning Strategy 3R Instant Attacking creatures you control get +2/+0 until end of turn.
Blocking creatures you control get +0/+1 until end of turn.
Cyclops 2UR Legendary Creature -- Mutant 1 1 T: Cyclops deals 2 damage to target creature or player.
Permanents named Havok can’t be the target of Cyclops’s abilities.
Dagger 1WW Legendary Creature -- Mutant 1 1 Protection from black
At the beginning of your upkeep, put two light counters on Dagger.
When Dagger has four or more light counters on it, if Dagger is untapped, tap it.
Remove a light counter from Dagger: Put a light counter on target black creature and it gains "Pay 1 life: Remove a light counter from this creature."
Black creatures with light counters on them don’t untap during their controllers' untap steps.
Remove two light counters from Dagger: You gain 1 life.
Damage Control 3WW Enchantment Whenever an artifact or land is put into your graveyard from the battlefield, you may pay 2. If you do, return it to the battlefield under your control at the beginning of the next turn’s upkeep.
Daredevil 2R Legendary Creature 2 1 First strike, flanking
Daredevil can block creatures with fear as though they didn’t have fear.
Each opponent plays with the top card of his or her library revealed.
Dark Clouds Land T: Add 1 to your mana pool.
T: Add W or U to your mana pool. Activate this ability only if you control an Island.
Dark Dimension Land Whenever Dark Dimension becomes tapped, it deals 1 damage to you.
T: Add one mana of any color to your mana pool.
All Faltinian creatures get +1/+1.
Dark Phoenix 1B Enchantment All Auras named Phoenix have "Enchanted creature gets +7/+7 and has trample."
All Auras named Phoenix have "At the beginning of each end step, enchanted creature’s controller sacrifices it and this permanent’s owner shuffles it into his or her library. Then exile all permanents named Dark Phoenix."
Darkforce Cloud B Instant Prevent all combat damage that would be dealt this turn.
Days of Future Past UU Enchantment Echo UU
Return a creature you control to its owner’s hand: You may put a creature card with the same converted mana cost as the returned creature from your hand onto the battlefield. Activate this ability only once each turn.
Dazzling Light 2W Instant Tap all nonartifact creatures.
Death Flare 2BBB Sorcery Destroy all nonblack creatures. Death Flare deals X plus 2 damage to you, where X is the number of creatures put into all graveyards this way.
Death, Horseman of Apocalypse 1BU Enchantment -- Aura Enchant creature named Archangel
Enchanted creature gets +2/+2.
3: Enchanted creature deals 1 damage to target creature. Until end of turn, that creature can’t attack or block, and its activated abilities can’t be activated.
Deathbird BB Legendary Creature -- Shi'ar 3 3 Flying
When Deathbird enters the battlefield, you lose 1 life.
Deathtrap 1B Instant Destroy target nonartifact, nonblack creature. It can’t be regenerated.
Defenders G Enchantment As long as you control a permanent named Hulk, a permanent named Doctor Strange, and a permanent named Sub-Mariner, creatures you control get +1/+1 and have first strike.
Demon Spawn B Creature -- Demon 1 1 Sacrifice Demon Spawn: Add B to your mana pool.
Destroyer 10 Legendary Artifact Shroud
10, Tap an untapped creature you control: For as long as that creature remains tapped, that creature gains "You may choose not to untap this creature during your untap step" and Destroyer becomes a 10/10 Herald artifact creature and gains "X, T: Destroyer deals X damage to target creature."
Devastating Rain 2R Instant Tap all lands target opponent controls. Until end of turn, activated abilities of those lands can’t be activated.
Devastating Rain deals 1 damage to each creature with flying.
Diablo 1BB Legendary Creature 1 1 3, T: Search your library for an artifact or enchantment card and put it onto the battlefield. It has fading 0. Then shuffle your library.
Director of S.H.I.E.L.D. 1R Legendary Enchantment -- Aura Enchant creature
If Director of S.H.I.E.L.D. targets a creature named Nick Fury, it costs R less to cast.
All S.H.I.E.L.D.-Agent creatures get +1/+1 and have banding.
Disperse 1W Instant Destroy target artifact or enchantment.
Divine Meditation 1WW Sorcery Destroy all enchantments.
Threshold -- If seven or more cards are in your graveyard, instead destroy all enchantments, then return all cards in your graveyard destroyed this way to the battlefield.
Doc Samson 4GG Legendary Creature -- Gamma 4 4 1G: Target Gamma creature or creature with power 2 or less can’t attack this turn.
Doctor Doom 2BB Legendary Creature -- Scientist Wizard 6 6 Doctor Doom can’t be countered.
At the beginning of your end step, destroy each other creature you control that didn’t deal damage to an opponent this turn, except for creatures that came under your control this turn.
Doctor Octopus 2UB Legendary Creature -- Scientist 2 6 Doctor Octopus can block up to three additional creatures.
Doctor Octopus can’t be blocked except by four or more creatures.
Doctor Strange WBR Legendary Creature -- Wizard 2 1 Flying
W: Doctor Strange gets -1/-0 and gains shadow until end of turn.
WB: Doctor Strange gets +0/+2 until end of turn.
BR, T: Tap target creature.
WUBRG, T: Exile target creature.
Dominic Fortune W Legendary Creature -- Human Soldier 1 1 Dominic Fortune enters the battlefield with six bullet counters on it.
T, Remove a bullet counter from Dominic Fortune: Dominic Fortune deals 1 damage to target creature or player.
Dora Milaje 1GG Creature -- Soldier 2 2 Forestwalk
Dormammu BBRRR Legendary Creature -- Faltinian Wizard 2 3 T: Add two mana of any one color to your mana pool. Activate this ability only if you control another creature.
RWU, T: Choose one -- Counter target spell; or destroy target enchantment. Activate this ability only if you control another creature.
RR: Dormammu gets +2/+1 until end of turn. Activate this ability only if you control another creature.
If you control another creature and Dormammu would die, shuffle it into its owner’s library instead.
Dracula 5BB Legendary Creature -- Vampire 5 5 Flying
Whenever a creature dealt damage by Dracula this turn dies, return that card to the battlefield under your control. It’s a black Vampire and has flying and "Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature."
Draining Touch 1U Sorcery Tap target untapped creature. Add mana equal to that creature’s mana cost to your mana pool. (Mana cost includes color. If a mana symbol has multiple colors, choose one.)
Dreadnoughts 4 Artifact Creature -- Dreadnought 3 3 Flanking
3, T: Dreadnoughts deals 1 damage to target attacking creature.
Dum-Dum Dugan R Legendary Creature -- S.H.I.E.L.D.-Agent 2 1 Dum-Dum Dugan has flanking as long as a permanent named Nick Fury is on the battlefield.
Eddie Brock R Legendary Creature 1 1 When Eddie Brock enters the battlefield, attach all Auras named Venom to it. Eddie Brock gains "Auras named Venom can be attached only to creatures named Eddie Brock."
Rather than pay the activation cost of abilities of permanents named Venom, the ability’s controller may pay 1.
Edwin Jarvis W Legendary Creature 1 1 If a permanent named Avengers Mansion is on the battlefield, you may pay 0 rather than pay Edwin Jarvis’s mana cost.
T: Add one mana of any color to your mana pool.
Electro 1R Legendary Creature 1 1 Prevent all damage that would be dealt by Electro to creatures with flying.
R: Electro gets +1/+0 until end of turn.
R, Tap an untapped artifact you control: Electro gains flying until end of turn.
RRR: Electro gains protection from red until end of turn.
Elektra BRR Legendary Creature -- Mercenary 2 2 First strike
T: Destroy target tapped creature.
Pay 3 life: If Elektra would die this turn, return it to its owner’s hand instead.
Emma Frost 1UU Legendary Creature -- Mutant 1 1 1U, T: Look at target opponent’s hand.
UUU, T: Gain control of target creature until end of turn or until Emma Frost loses this ability.
GGG: Emma Frost loses all other abilities and gets +0/+7 until end of turn. Activate this ability only once each turn.
Enchantress 2UB Legendary Creature -- Asgardian Wizard 3 3 Whenever Enchantress blocks or becomes blocked by a nonartifact creature, gain control of that creature for as long as you control Enchantress.
Ends Justify the Means 3R Instant As an additional cost to cast Ends Justify the Means, sacrifice two permanents.
Target opponent sacrifices two target permanents he or she controls.
Energy Barrier 1UU Creature -- Wall 0 4 Defender
Prevent all damage that would be dealt to Energy Barrier by creatures it’s blocking.
Energy Barrier can’t be the target of spells that can target only Walls or of abilities that can target only Walls.
Eon’s Remains 1GG Enchantment Flash
When Eon’s Remains enters the battlefield, tap all lands.
Players can’t untap more than one land during their untap steps.
When all lands are untapped, destroy Eon’s Remains.
Epic Battle RG Instant Choose two target creatures controlled by different players each with power greater than 3. Those creatures fight each other.
Evil Counterpart UB Enchantment -- Aura Enchant permanent
Enchanted permanent is no longer legendary and is black.
Cycling 1
Excalibur GW Enchantment As long as you control a permanent named Captain Britain and a permanent named Meggan, creatures you control get +1/+1 and have banding.
You may spend green mana as though it were red mana.
You may spend white mana as though it were blue mana.
Explosion 3RR Sorcery Destroy target land. Explosion deals 1 damage to each creature and each player.
Extreme Fear BB Enchantment -- Aura Enchant creature
Enchanted creature has fear.
Eye of Agamotto 1 Legendary Artifact T: Look at target player’s hand.
T, Tap an untapped white Wizard you control: Target player discards a card.
Failure UU Instant Counter target spell.
Falcon WW Legendary Creature 1 2 Flying
When Falcon enters the battlefield, put a legendary 1/1 white Bird creature token with flying named Redwing onto the battlefield. The token has "W, T: Untap target attacking creature you control and remove it from combat. Only Falcon’s controller may activate this ability." and "When a permanent named Falcon isn’t on the battlefield, sacrifice this creature."
Fantastic Four Signal Flare 1 Artifact T, Sacrifice Fantastic Four Signal Flare: Search your library for a card named Mr. Fantastic, Invisible Woman, Thing, or Human Torch, reveal it, and put it into your hand. Then shuffle your library.
Fantastic Four W Enchantment As long as you control a creature named Mr. Fantastic, a creature named Invisible Woman, a creature named Thing, and a creature named Human Torch, creatures you control with those names get +2/+2 and have banding.
Fastball Special R Enchantment -- Aura Enchant creature with power 5 or greater
Enchanted creature has "T: Target creature you control with toughness less than this creature’s power gets +X/+0 and gains flying until end of turn, where X is this creature’s power minus that creature’s toughness. At the beginning of the next end step, Fastball Special deals 1 damage to that creature."
Field Training G Instant Put a +1/+1 counter on target creature you control.
Fire Barrier 1RR Creature -- Wall 0 5 Defender
R: Fire Barrier gets +1/+0 until end of turn.
Firelord 5BR Legendary Creature -- Herald 5 6 Spacefaring
T: Firelord deals 1 damage to each of two target creatures and/or players.
Firestar 1RR Legendary Creature -- Mutant 1 1 Flying
R: Choose one -- Firestar gets +1/+0 until end of turn; or Firestar deals 1 damage to target creature.
Flooded Lands UU Enchantment Cumulative upkeep U
Creatures without islandwalk can’t attack.
Fog Barrier 1G Creature -- Wall 0 2 Defender, flying
Prevent all combat damage that would be dealt to and dealt by Fog Barrier.
Forensic Lab 1W Enchantment Whenever a creature an opponent controls becomes tapped, put a forensic counter on Forensic Lab.
W, Remove a forensic counter from Forensic Lab: Put a +0/+2 counter on target creature.
U, Remove a forensic counter from Forensic Lab: Put a +1/+1 counter on target creature.
Forge 1R Legendary Creature -- Mutant Wizard 1 1 T, Sacrifice an artifact: Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.
Franklin Richards W Legendary Creature -- Mutant 0 1 T: Exile target creature. Activate this ability only if a permanent named Mr. Fantastic, Invisible Woman, Thing, or Human Torch died this turn.
Friendship GW Instant Target player gains 7 life.
Gaea’s Presence 2GG Enchantment Whenever you cast a green spell, you may pay G. If you do, draw a card.
Galactus Enraged 2R Instant Each creature named Galactus can attack and block this turn as though its power were 0.
Galactus 5B Legendary Creature 20 20 Spacefaring
As long as Galactus’s power is greater than 10, it can’t attack or block, and it has shroud.
At the beginning of your upkeep, put a -2/-2 counter on Galactus.
At the beginning of your draw step, exile a permanent you control. If you control a Herald, you may exile a permanent an opponent controls instead. If a permanent exiled this way is a land, put a +2/+2 counter on Galactus.
Gambit 1RG Legendary Creature -- Mutant Rogue 2 1 T: Put X charge counters on target artifact, where X is that artifact’s converted mana cost. At the beginning of each of your upkeeps for as long as that artifact has a charge counter on it, remove a charge counter from it, and if there are no more charge counters on it, destroy it and that artifact deals X plus X damage to a target creature or player.
Gamma Bomb 3 Artifact Fading 2
Sacrifice Gamma Bomb: For each non-Gamma creature on the battlefield, flip a coin. If the coin comes up tails, Gamma Bomb deals 10 damage to that creature and the creature can’t be regenerated this turn. If the coin comes up heads, put four +1/+1 counters on that creature and the creature becomes green and is a Gamma.
General Thunderbolt Ross 1R Legendary Creature -- Soldier 1 1 All Soldier creatures get +1/+1.
As long as a permanent named Hulk is on the battlefield, all Soldier creatures get +2/+0.
Genetic X-factor 2UG Sorcery Search your library for an Aura card with enchant creature and exile it. Then shuffle your library. Until end of turn, you may cast that card without paying its mana cost. At the beginning of the next end step, if you haven’t cast it, return it to its owner’s hand.
Genosha Legendary Land T: Add 1 to your mana pool.
1, T: Add W or B to your mana pool
Mutants can’t be blocked except by Mutants.
Mutants can block only Mutants.
Ghost Rider 3BR Legendary Creature -- Demon 3 4 Whenever a creature you control dies, Ghost Rider deals 2 damage to target creature or player. If a creature was dealt damage this way, until its controller’s next upkeep, that creature can’t attack or block.
Giant Man 4G Legendary Creature -- Scientist 1 1 G: Choose one -- Giant Man gets +3/+3 until end of turn; or Giant Man is unblockable this turn and gains flying and "T: Giant Man deals 1 damage to target attacking or blocking creature" until end of turn.
Giganto 5RR Legendary Creature -- Beast 8 9 Giganto can’t attack unless you control a permanent named Mole Man.
Gladiator 2RWU Legendary Creature -- Shi'ar 5 5 Spacefaring, vigilance
Gladiator gets +X/+X, where X is equal to 4 or the number of other creatures you control, whichever is smaller.
Whenever you discard a card, Gladiator can’t attack or block this turn.
Green Goblin 2BB Legendary Creature -- Goblin Scientist 3 3 Flying
0: If this is the first time this ability has resolved this turn, Green Goblin deals 1 damage to target creature or player. This ability can’t be activated again until your next upkeep.
Guardsman Armor 6 Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +2/+3.
3: Equipped creature gains flying until end of turn.
Equipped creature has "T: You may tap or untap target creature."
Equipped creature has "1, T: This creature deals 1 damage to target attacking creature."
Equip 1
Hala Legendary Land T: Add 1 to your mana pool.
1, T: Add W or U to your mana pool.
Whenever a Kree dies, draw a card.
Hammerhead Mob 2B Creature -- Gunslinger 1 1 Hammerhead Mob enters the battlefield with eighteen bullet counters on it.
2, Remove a bullet counter from Hammerhead Mob: Hammerhead Mob deals 1 damage to target creature.
Hand Gun 3 Artifact -- Equipment Hand Gun enters the battlefield with seven bullet counters on it.
Equipped creature has "T, Remove a bullet counter from Hand Gun: Hand Gun deals 1 damage to target creature or player."
Equip 0
Hannibal King 3B Legendary Creature -- Vampire 3 3 Flying
Whenever a creature dealt damage by Hannibal King this turn dies, put a +1/+1 counter on Hannibal King.
Threshold -- As long as seven or more cards are in your graveyard, Hannibal King is white and has "T: Destroy target black creature."
Hate 3BB Instant As an additional cost to cast Hate, pay any amount of life.
Target creature gets +X/+0 until end of turn, where X is the amount of life paid this way.
Hatut Zeraze 1GG Creature -- Soldier 2 1 First strike
4: Hatut Zeraze is unblockable this turn.
Havok WW Legendary Creature -- Mutant 1 1 Whenever a land is tapped for mana, put a cosmic counter on Havok.
Remove six cosmic counters from Havok: Havok deals 1 damage to target creature or player.
Permanents named Cyclops can’t be the target of Havok’s abilities.
Hawkeye 2R Legendary Creature -- Archer 1 2 First strike, reach
1, T: Hawkeye deals 2 damage to target attacking or blocking creature.
Healing Process XWU Instant Choose one -- Put the top X cards of your library into your graveyard, then prevent the next X plus X damage that would be dealt to target creature or player this turn; or put the top X cards of your library into your graveyard, then target player gains X plus X life.
Heimdall 5GG Legendary Creature -- Asgardian 5 5 Forestwalk, plainswalk
1: Choose one -- Target player reveals a card at random from his or her hand; or look at the top card of target library.
G: Heimdall gets +0/+1 until end of turn.
Hela 4BB Legendary Creature -- Asgardian 3 6 BB, T: Any player may pay 2 life. If no one does, exile target creature and that creature’s controller chooses a creature card in a graveyard and puts it onto the battlefield under his or her control.
Hellcat 1RR Legendary Creature 2 2 First strike, reach
1B, Pay 1 life: Counter target spell that targets Hellcat.
Hellstorm, Prince of Lies 2BBR Legendary Creature 2 2 Flying
XBR, T: Hellstorm, Prince of Lies deals X damage to target creature.
RW, T: Destroy target Demon.
WB, T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
As long as Hellstorm is in your graveyard, Demons and Devils you control get +3/+3.
Henry Gyrich WR Legendary Creature 1 1 Creature spells other than non-Mutant Police spells, non-Mutant Soldier spells, or non-Mutant S.H.I.E.L.D.-Agent spells cost 1 more to cast.
Herald’s Sacrifice 2W Sorcery Target opponent gains control of target creature you control. That creature gets +4/+4, gains spacefaring, and is a Herald in addition to its other creature types. For as long as that creature remains on the battlefield, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Hercules 2WWW Legendary Creature 7 6 Hercules can’t attack unless defending player controls a Plains.
When you control no Plains, sacrifice Hercules.
1: Until end of turn, Hercules loses "Hercules can’t attack unless defending player controls a Plains" and "When you control no Plains, sacrifice Hercules."
Heroes Reborn UU Sorcery Players play a MAGIC subgame, using their libraries as their decks. Each player who doesn’t win the subgame loses half his or her life, rounded up.
Heroes' Rebirth 3W Sorcery Return target creature card from your graveyard to the battlefield.
High Evolutionary 4UR Legendary Creature -- Scientist 5 6 1UR, Sacrifice a creature: You may put a creature card with converted mana cost X from your hand onto the battlefield, where X is 1 plus the sacrificed creature’s converted mana cost.
Host of Hoggoth B Sorcery When you cast Host of Hoggoth, counter it unless you control a Wizard.
Put target creature on the bottom of its owner’s library.
Howling Commandos 1R Creature -- Human Soldier 2 2
Hulk 4GGG Legendary Creature -- Gamma 0 1 Trample
If one or more sources would deal damage to Hulk, instead put six +1/+1 counters on Hulk for each source and those sources deal that damage to Hulk if there are no +1/+1 counters on Hulk. Otherwise, put two +1/+1 counters on Hulk for each source and those sources deal that damage to Hulk.
At the beginning of your upkeep, remove a +1/+1 counter from Hulk.
Human Torch 2WR Legendary Creature 2 1 1: Human Torch gets +1/+1 until end of turn.
XWR, T, Sacrifice Human Torch: Human Torch deals X damage to each creature and each player.
T: Target snow land becomes an Island.
Hunting Dinosaur 4GG Creature -- Lizard 4 4 First strike
Provoke
Hydra Agent 1G Creature 1 1 When Hydra Agent dies, you may pay 2GG. If you do, put two 1/1 green creature tokens named Hydra Agent onto the battlefield. Those tokens have this ability.
Hydra Commander 1BG Creature 1 1 Creatures named Hydra Agent and creatures named Hydra Commander get +1/+1 and have haste.
I Say Thee Nay! 2R Instant Cast I Say Thee Nay! only during an opponent’s combat phase.
Search your library for a card named Thor and put it onto the battlefield. Then shuffle your library. That creature has haste. Sacrifice it at the beginning of the next end step.
Ice Field Snow Land 2, T: Add WU to your mana pool.
Iceman 1UU Legendary Creature -- Mutant 1 2 1U, T: Iceman deals 1 damage to target creature. That creature doesn’t untap during its controller’s next untap step.
UUU: Put a 0/2 blue Wall creature token with defender named Ice Barrier onto the battlefield. Exile it at the beginning of the next end step.
T: Target land becomes snow.
Impossible Man GGGG Creature 1 1 Other creatures you control can’t attack or block, and their activated abilities with T in their costs can’t be activated.
1: Impossible Man’s power becomes target creature’s power and its toughness becomes that creature’s toughness.
1: Impossible Man gains one activated ability of target creature. You may spend green mana as though it were mana of any color to pay that ability’s activation cost.
3G: Target creature gains control of Impossible Man.
the activation costs of Impossible Man’s abilities.
Inferno BB Enchantment -- Aura Enchant land
Non-Wizard, non-Demon, non-Devil creatures without spacefaring get -1/-1.
Infinity Gauntlet 3 Legendary Artifact -- Equipment Equipped creature has "T, Sacrifice six Infinity-Gems: You win the game."
Equip 1
Inspector DeWolff WW Legendary Creature -- Police 0 1 All Police creatures get +1/+1 and have banding.
Instability U Enchantment -- Aura Enchant creature
Enchanted creature has "Cumulative upkeep 1."
Intergalactic Council 1W Enchantment If you would begin your combat phase, you may skip that phase instead. If you do, put a council counter on Intergalactic Council.
Remove a council counter from Intergalactic Council: Creatures you control get +1/+1 until end of turn.
Invisible Woman 1WU Legendary Creature 1 2 0: Invisible Woman can’t be blocked this turn except by Walls.
2, T: Choose one -- Target creature can’t be blocked this turn except by Walls; or the next time a source of your choice would deal damage to target creature or player this turn, prevent all but 1 of that damage.
Iron Fist 2RG Legendary Creature 2 2 First strike, flanking
RGG: Put a chi counter on Iron Fist.
Remove a chi counter from Iron Fist: Choose one -- Prevent the next 3 damage that would be dealt to target creature or player this turn; or Iron Fist gets +2/+0 until end of turn.
Iron Man Armor I Mark I 2 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +2/+2.
5: Equipped creature gains flying until end of turn.
Equip 1
Iron Man Armor I Mark II 3 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +2/+3.
3: Equipped creature gains flying until end of turn.
Equip 1
Iron Man Armor II Mark I 4 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +3/+3.
2: Equipped creature gains flying until end of turn.
Equipped creature has "1, T: This creature deals 1 damage to target creature."
Equip 1
Iron Man Armor IV Mark I 5 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +3/+4.
1: Equipped creature gains flying until end of turn.
Equipped creature has "2, T: This creature deals 2 damage divided as you choose among one or two target creatures."
Equip 2
Iron Man Armor V Mark II 5 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +4/+4 and has spacefaring.
Equipped creature can block only creatures with spacefaring.
Equip 2
Iron Man Armor VI Mark II 5 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +5/+5 and has islandwalk.
Equipped creature can’t attack unless defending player controls an Island.
Equip 2
Iron Man Armor VII Mark I 5 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +2/+3 and has flying and shadow.
Equipped creature has "T: Look at the top three cards of target opponent’s library, then put them back in any order."
Equip 1
Iron Man Armor VIII Mark I 6 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +5/+4 and has flying.
Equipped creature has "3, T: This creature deals 2 damage to target creature."
Equipped creature has shroud as long as it’s tapped.
Equip 2
Iron Man Armor XI Mark II 6 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +4/+6.
1: Equipped creature gains flying until end of turn.
Equipped creature has "1, T: This creature deals 2 damage to target attacking creature" and "3, T: This creature deals 1 damage to each attacking creature."
Equip 2
Iron Man Armor XIX Mark I 7 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +4/+4 and has haste.
1: Equipped creature gains flying until end of turn.
2: Equipped creature gains spacefaring until end of turn.
3: Equipped creature gains shadow until end of turn.
Equipped creature has "T: This creature deals 1 damage to target creature or player."
Equip 1
Iron Man Armor XV Mark I 5 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +4/+4 and has snow landwalk.
1: Equipped creature gains flying until end of turn.
Equipped creature has "T: Target snow land becomes an Island."
Equip 1
Iron Man Armory Land 6, T: Search your library for an Armor card, reveal it, and put it into your hand. Then shuffle your library.
T, Tap an untapped creature you control named Tony Stark: Search your library for an Armor card, reveal it, and put it into your hand. Then shuffle your library.
J. Jonah Jameson RW Legendary Creature 1 1 Whenever a creature an opponent controls deals damage, put a scathing counter on that creature.
Each creature with two or more scathing counters on it can’t attack or block unless its controller pays 3 and doesn’t untap during its controller’s untap step.
At the beginning of each player’s upkeep, that player may choose any number of tapped creatures with two or more scathing counters on them he or she controls and pay 3 for each creature chosen this way. If the player does, untap those creatures.
Jean Grey UU Legendary Creature -- Mutant 1 1 U, T: Tap target artifact, creature, or land.
1U, T: Look at target opponent’s hand.
2U, T: Return target tapped artifact or creature to its owner’s hand.
2UU: Target creature gains flying until end of turn.
Jubilee UR Legendary Creature -- Mutant 0 2 T: Jubilee deals 1 damage to target creature. You may tap or untap that creature.
R, T: Add one mana of any color to your mana pool.
Juggernaut 3RRRRR Legendary Creature 6 10 Juggernaut is indestructible.
At the beginning of your end step, if Juggernaut didn’t attack this turn, the player with the highest life total gains control of Juggernaut unless it entered the battlefield this turn. If two or more players are tied for highest life total, you choose one of them, and that player gains control of Juggernaut.
Justice UU Legendary Creature -- Mutant 1 1 1U: Target creature gains flying until end of turn.
1U, T: Tap target artifact, creature, or land.
2U, T: Return target tapped artifact to its owner’s hand.
3U, T: Justice deals 1 damage to target creature.
Ka-Zar 3GG Legendary Creature 2 2 Flanking
When Ka-Zar enters the battlefield, put a legendary 2/2 green Cat creature token with first strike named Zabu onto the battlefield.
Kang 4BB Legendary Creature 3 7 1: Untap Kang. After this main phase, there is an additional combat phase followed by an additional main phase. Activate this ability only during your main phase and only once each turn.
Karma 1UU Legendary Creature -- Mutant 1 1 X2U, T: If you control Karma, put an influence counter on it and gain control of target creature for as long as you control Karma. When you lose control of the creature, tap it and remove an influence counter from Karma. X is the number of influence counters on Karma.
When you lose control of Karma, remove all influence counters from it.
Kid Colt 2W Legendary Creature -- Gunslinger 1 1 Kid Colt enters the battlefield with twelve bullet counters on it.
2, Remove a bullet counter from Kid Colt: Kid Colt deals 1 damage to target nonwhite creature.
2, T: Tap target creature.
Killer Wasps 1GG Creature -- Insect 0 1 Flying
G: Killer Wasps gets +1/+1 until end of turn.
Kingpin 2BB Legendary Creature 2 2 First strike
Whenever an opponent casts a creature or enchantment spell, draw a card.
Knights of Hades BB Creature -- Zombie 2 2 First strike, protection from white
Kraven The Hunter 1GG Legendary Creature 3 3 T: Put a crosshair counter on target creature an opponent controls of his or her choice.
T: Destroy target creature with a crosshair counter on it.
When your opponents control no creatures, sacrifice Kraven The Hunter.
Kree Captain 2UU Creature -- Kree Soldier 2 2 Spacefaring
Kree Sentry 6 Artifact Creature -- Golem 5 5
Kree Warrior UUU Creature -- Kree Soldier 1 2 Spacefaring
Latveria Legendary Land T: Add 1 to your mana pool.
1, T: Add B or G to your mana pool.
Creatures named Doctor Doom get +1/+1.
Artifact spells you cast cost 1 less to cast.
Lava Men 2RR Creature -- Elemental 3 4 Lava Men can’t be regenerated.
R: Lava Men gets +1/+1 until end of turn. Activate this ability no more than three times each turn.
Lava Stream XR Sorcery Lava Stream deals X damage to target creature or player. If Lava Stream would deal damage to a creature, that damage can’t be prevented or dealt instead to another permanent or player.
Leader’s Humanoids 4 Artifact Creature 1 4 2: Regenerate Leader’s Humanoids.
Leader GGG Legendary Creature -- Gamma Scientist 0 1 You may choose not to untap Leader during your untap step.
GU, T: Gain control of target non-Gamma creature for as long as Leader remains tapped.
Leadership 3W Instant Attacking creatures you control get +1/+0 until end of turn.
Blocking creatures you control get +0/+2 until end of turn.
Learning Curve 1U Instant Draw a card, then draw cards equal to the number of cards named Learning Curve in all graveyards.
Leech G Legendary Creature -- Mutant 0 1 Other Mutants lose all abilities.
Legacy Virus 1B Enchantment -- Aura Enchant creature
When Legacy Virus enters the battlefield, choose a number between 1 and 6 at random. Put that many fade counters on enchanted creature.
Enchanted creature has fading as long as it isn’t a Mutant.
As long as enchanted creature is a Mutant, it loses all abilities.
When Legacy Virus is put into a graveyard from the battlefield, return Legacy Virus from its owner’s graveyard to the battlefield.
Legion of the Unliving 1B Enchantment -- Aura Enchant creature card in a graveyard
When Legion of the Unliving enters the battlefield, if it’s on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with Legion of the Unliving." Return enchanted creature card to the battlefield under your control and attach Legion of the Unliving to it. When Legion of the Unliving leaves the battlefield, that creature’s controller sacrifices it.
Enchanted creature gets -1/-0.
Lilandra, Majestrix Shi'ar 2WW Legendary Creature -- Shi'ar 1 2 All Shi'ar creatures have banding.
1WW, T: Return target Shi'ar to its owner’s hand.
1GG, T: Search your library for a Shi'ar card, reveal it, and put it into your hand. Then shuffle your library.
1, T: You may put a Shi'ar creature card with power 3 or less from your hand onto the battlefield.
Limbo Hordes 2BR Sorcery Choose target permanent named Limbo. Return each exiled creature card with a limbo counter on it to the battlefield under the control of that permanent’s controller. The returned permanents have haste. Exile them at the beginning of the next end step.
Limbo Legendary Land Whenever a nontoken creature is exiled, put a limbo counter on it.
T, Tap an untapped creature you control named Magik or Magik II: Return an exiled creature card with a limbo counter on it to the battlefield under your control.
When Limbo leaves the battlefield, return each exiled creature card with a limbo counter on it to its owner’s hand.
Living Monolith 8BB Enchantment -- Aura You may remove eighteen cosmic counters from among creatures on the battlefield rather than pay Living Monolith’s mana cost.
Enchant creature named Living Pharaoh
Enchanted creature gets +6/+6.
Whenever a land is tapped for mana, put a +1/+1 counter on enchanted creature.
As long as enchanted creature’s power is 26 or greater, it can’t attack or block.
When enchanted creature’s power is 36 or greater, destroy all permanents. They can’t be regenerated.
Living Pharaoh Cultist B Creature -- Soldier 1 1 As long as a permanent named Living Pharaoh is on the battlefield, Living Pharaoh Cultist gets +1/+0.
Living Pharaoh BB Legendary Creature -- Mutant 1 1 Whenever a land is tapped for mana, put a cosmic counter on Living Pharaoh.
Remove six cosmic counters from Living Pharaoh: Put a +1/+1 counter on Living Pharaoh.
Living Planet W Enchantment -- Aura Enchant creature with power 26 or greater named Living Pharaoh
Shroud
When Living Planet enters the battlefield, tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
Enchanted creature has shroud.
Whenever a land is tapped for mana, you gain 1 life.
Living Totem 4RB Legendary Creature 5 8 Living Totem attacks each turn if able.
Lizard 1GG Legendary Creature -- Lizard 3 4 Swampwalk
Lizard can’t be blocked by Walls.
When Lizard enters the battlefield, gain control of all other Lizards for as long as you control Lizard.
Locked Up 1U Enchantment -- Aura Enchant creature
When Locked Up enters the battlefield, tap enchanted creature.
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of the upkeep of enchanted creature’s controller, that player may pay 3. If he or she does, untap that creature.
Lockheed 1UU Legendary Creature -- Dragon 1 1 Flying
R: Lockheed gets +2/+0 until end of turn.
Lockjaw 1UU Legendary Creature -- Inhuman 0 2 Inhuman creatures you control are unblockable as long as Lockjaw is untapped.
XX, T: Return Lockjaw and X target creatures you control other than Lockjaw to their owners' hands.
Loki 3BBBB Legendary Creature -- Asgardian Wizard 4 4 Protection from white and from blue
You may choose not to untap Loki during your untap step.
At the beginning of your upkeep, sacrifice Loki unless you pay BBB.
T: Gain control of target creature for as long as Loki remains tapped.
Loneliness 2W Enchantment At the beginning of your upkeep, sacrifice Loneliness unless you sacrifice a permanent.
Skip your draw step.
You have shroud.
Prevent all damage that would be dealt to you.
Lost Hope 1U Instant Counter target spell unless its controller pays 3.
Lunatic Legion 3U Creature -- Kree Soldier 3 3
M.O.D.O.K. 5BR Legendary Creature 5 4 0: The next 1 damage that would be dealt to M.O.D.O.K. this turn is dealt to target A.I.M. Scientist you control instead.
At the beginning of each upkeep, put a 1/1 red A.I.M. Scientist creature token onto the battlefield.
Madripoor Legendary Land T: Add 1 to your mana pool.
1, T: Add B or R to your mana pool.
Creatures your opponents control have "At the beginning of your upkeep, sacrifice this creature unless you pay 1."
Magik II 1RW Legendary Creature -- Wizard 2 2 4, T: Search your library for a card named Soulsword, reveal it, and put it into your hand. Then shuffle your library.
T: Search your library for a card named Limbo and put it onto the battlefield. Then shuffle your library.
Magik 2WB Legendary Creature -- Mutant Wizard 3 2 4, T: Search your library for a card named Limbo or Soulsword and put it onto the battlefield. Then shuffle your library.
3WW, T: Choose one -- Exile Magik; or exile target attacking creature.
When Magik dies, search your library for a card named Legacy Virus and put it onto the battlefield. Then shuffle your library.
Magistrate Elite 2R Creature -- Soldier 2 2 Magistrate Elite gets +1/+0 for each other creature you control named Magistrate Elite.
Magnetic Shield 1RR Enchantment -- Aura Enchant creature
Enchanted creature gets +0/+4 and has protection from artifacts. This effect doesn’t remove Magnetic Shield.
Magneto 4BR Legendary Creature -- Mutant 4 5 Flying
T: Choose one -- Destroy target artifact; or return target artifact card from your graveyard to your hand.
Man-Ape 2G Legendary Creature -- Mercenary 3 4
Man-Thing 3GG Legendary Creature 4 4 Swampwalk
G: Regenerate Man-Thing.
At the beginning of your upkeep, Man-Thing deals 1 damage to each player with less life than you.
Mandarin 3BB Legendary Creature 2 2 First strike
1: Target creature gains flying.
T: Tap target creature.
T: Prevent all combat damage that would be dealt this turn.
WBR: Mandarin deals 1 damage to target creature or player.
2UU, T: Gain control of target creature. At the beginning of each of your upkeeps for as long as you control that creature, its owner gains control of it unless you pay UU.
BBBRRR, T: Destroy target artifact or creature.
Mandroid 4W Creature -- S.H.I.E.L.D.-Agent 3 4 1, T: Target creature gains flying until end of turn.
1, T: Mandroid deals 1 damage to target attacking creature.
Mangrove Forest Land T: Add 1 to your mana pool.
T: Add U or G to your mana pool. Activate this ability only if you control a Forest.
Master Mold 8 Legendary Artifact Creature -- Sentinel 8 8 You may pay 1 rather than pay the mana cost for Sentinel spells you cast.
T: Search your library for a Sentinel card, reveal it, and put it into your hand. Then shuffle your library.
Maximum Clonage 3UUU Sorcery You lose 3 life and put three tokens that are copies of target creature onto the battlefield, except the tokens aren’t legendary, they have fading 4, and each token is a Shapeshifter in addition to its other creature types.
Meditation 2U Instant Draw four cards. You skip your next turn.
Meggan 3GG Legendary Creature -- Mutant 3 3 Flying
At the beginning of your upkeep, if you control a Forest, you may have Meggan become a copy of target creature except it doesn’t copy that creature’s color and creature types. If you do, Meggan gains flying and this ability.
Memory Scan 2UUU Sorcery Search target player’s library for up to four cards and exile them. Then that player shuffles his or her library. You may put the exiled cards on top of his or her library in any order.
Mephisto BBBBB Legendary Creature -- Demon 1 1 Whenever a creature dies, Mephisto gets +1/+1 until end of turn.
As long as Mephisto is in your graveyard, Demons and Devils you control get +3/+3.
At the beginning of your upkeep, if Mephisto is in your graveyard, you may search your library for an Aura card with "enchant creature card in a graveyard," reveal it, put it into your hand, then shuffle your library.
Meteor Storm 3RR Sorcery Meteor Storm deals 2 damage to each of four target creatures and/or players.
Microverse Legendary Land T: Add 1 to your mana pool.
1, T: Add G or U to your mana pool.
1, T: Each creature you control is unblockable this turn. For each creature you control, that creature gets -4/-X until end of turn, where X is 4 or that creature’s toughness minus 1, whichever is smaller.
Midgard Serpent 6UUU Legendary Creature -- Asgardian Serpent 12 12 At the beginning of your upkeep, sacrifice Midgard Serpent unless you sacrifice three lands.
Millie the Model 2W Legendary Creature 0 2 At the beginning of your upkeep, destroy all Auras attached to Millie the Model.
At the beginning of your draw step, if Millie is on the battlefield, search your library for an Aura card that could enchant it and attach it to Millie. Then shuffle your library.
At the beginning of your end step, if Millie isn’t enchanted, you lose 2 life.
0: Target opponent gains control of Millie the Model. You lose half your life, rounded up.
Mind Gem 4 Legendary Artifact -- Infinity-Gem Your opponents play with their hands revealed.
1, T: Choose one -- Target creature attacks this turn if able; or target creature blocks this turn if able; or target creature can’t attack this turn; or target creature can’t block this turn.
Mindless Ones 2B Creature 2 3 At the beginning of your end step, if Mindless Ones didn’t attack this turn, Mindless Ones deals 2 damage to you unless it came under your control this turn.
Whenever Mindless Ones attacks and isn’t blocked, you may pay 2B. If you do, search your library for a card named Mindless Ones, put it onto the battlefield, then shuffle your library.
Mistletoe Arrow 1 Artifact -- Equipment Equipped creature has "T: Sacrifice Mistletoe Arrow: Mistletoe Arrow deals 1 damage to target creature or player. If the creature is named Balder, destroy it and search your library for a card named Ragnarok, reveal it, put it into your hand, then shuffle your library, and you may cast spells named Ragnarok without paying their mana cost this turn. Permanents named Balder can be the target of this ability as though they didn’t have shroud."
0: Attach Mistletoe Arrow to target Archer you control. Activate this ability only any time you could cast a sorcery.
Equip 1
Mjolnir 4 Legendary Artifact -- Equipment Mjolnir can be attached only to a monocolored white creature with power 5 or greater, or to a creature named Thor, Odin, Beta Ray Bill, or Thunderstrike.
Equipped creature gets +6/+0 and has trample.
1: Equipped creature gains flying until end of turn.
Equipped creature has "5: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library."
Equip 1
Mole Man B Legendary Creature -- Moloid 1 1 Mountainwalk
Other Moloid creatures have mountainwalk.
T: Target basic land becomes the basic land type of your choice until end of turn.
Moloids 1RR Creature -- Moloid 2 2 When Moloids enters the battlefield, you may search your library for a Moloid card, reveal it, and put it into your hand. If you do, shuffle your library.
Moon Knight 1R Legendary Creature 2 1 Flanking
At the beginning of your upkeep, put a daycycle counter on Moon Knight.
As long as there are exactly three daycycle counters on Moon Knight, Moon Knight gets +1/+1.
Whenever there are four or more daycycle counters on Moon Knight, remove all daycycle counters from it.
Moons of Munnopor U Instant When you cast Moons of Munnopor, counter it unless you control a Wizard.
Counter target spell.
Moonstar 2U Legendary Creature -- Mutant Archer 1 1 UU: Target creature with power 3 or less can’t attack or block this turn.
1B, T: Exile target nonblack creature card from a graveyard.
Morbius 3UB Legendary Creature 4 4 Flying
X, T: Morbius deals X damage to target attacking black creature. You gain X life.
Morlock Tunnels Legendary Land T: Add 1 to your mana pool.
1, T: Add U or R to your mana pool.
3: Target Mutant is unblockable this turn.
Mr. Fantastic 3WU Legendary Creature -- Scientist 3 4 You may choose not to untap Mr. Fantastic during your untap step.
3, T, Sacrifice an artifact: Search your library for a card and put it into your hand. Then shuffle your library.
T: Tap target creature. That creature doesn’t untap during its controller’s untap step for as long as Mr. Fantastic remains tapped.
Mr. Sinister 2BB Legendary Creature -- Scientist 3 2 B: Regenerate Mr. Sinister.
T, Sacrifice a creature: Choose one -- Draw a card; or target opponent discards a card.
T, Sacrifice a Mutant: Choose one -- Draw two cards; or target opponent discards two cards.
Multiple Arms 4R Enchantment -- Aura Enchant creature
Whenever enchanted creature attacks, it deals 2 damage to target creature or player.
Multiple Man 2GU Legendary Creature -- Mutant 1 4 Whenever Multiple Man is dealt damage, put a token that’s a copy of Multiple Man onto the battlefield, except the token isn’t legendary.
When Multiple Man dies, if Multiple Man isn’t a token, sacrifice all tokens you control named Multiple Man.
When four or more cards named Multiple Man are in your graveyard, if four or more cards named Multiple Man are in your graveyard, return Multiple Man from your graveyard to the battlefield.
Mysterio 2UB Legendary Creature 1 1 UU: Mysterio is unblockable this turn.
UB: Target creature can’t attack or block this turn.
UUU, T: Gain control of target creature with power 1 or less.
Mystic Senses U Instant Each player reveals his or her face-down spells and nontoken permanents. (They’re not turned face up.)
Cycling 1U
Mystique B Legendary Creature -- Mutant 1 1 0: Mystique becomes the color of your choice.
0: Mystique becomes the creature type of your choice.
1: Mystique is unblockable this turn.
Morph B
N'Garai 2BBB Creature -- Demon 3 4 When N'Garai enters the battlefield, it deals 1 damage to each white creature. You gain life equal to the damage dealt this way.
Namorita 2UU Legendary Creature -- Atlantean Shapeshifter 4 3 Islandwalk, flying
At the beginning of your draw step, if you don’t control an Island, put a -1/-1 counter on Namorita.
T: Remove all -1/-1 counters from Namorita. Activate this ability only if you control an Island.
Whenever Namorita attacks a player who doesn’t control an Island, put a -1/-1 counter on Namorita.
Nature Elemental G Creature -- Elemental 0 1 Forestwalk
T: Add G to your mana pool.
Negative Zone Land At the beginning of your upkeep, you may exile a creature you control. If you do, Negative Zone deals 1 damage to you.
0: You may return a creature card exiled with Negative Zone to the battlefield under your control. If you do, add one mana of any color to your mana pool. Activate this ability only any time you could cast an instant.
Neptune’s Blessing U Instant One or more target creatures become blue until end of turn.
Threshold -- If seven or more cards are in your graveyard, all Merfolk creatures and all Atlantean creatures get +1/+0 until end of turn.
New Mutants UG Enchantment Tap an untapped creature you control named Professor X: Search your library for a card named Wolfsbane, Moonstar, Karma, Cannonball, or Sunspot, reveal it, and put it into your hand. Then shuffle your library.
You may spend green mana as though it were red mana.
You may spend blue mana as though it were white mana.
New Warriors UR Enchantment As long as you control a permanent named Night Thrasher and a permanent named Speedball, creatures you control get +1/+1 and have banding.
You may spend blue mana as though it were white mana.
You may spend red mana as though it were black mana.
New York City Legendary Land T: Add 1 to your mana pool.
1, T: Add G or W to your mana pool.
Creatures your opponents control attack each turn if able.
At the beginning of each opponent’s end step, return all creatures that player controls that didn’t attack this turn to their owners' hands.
New York Police Department W Creature -- Police 1 1 Banding
Nexus of All Realities Legendary Land 2: Search your library for a land card and put it onto the battlefield. Then shuffle your library. This ability may be activated only once each turn. If you don’t control a permanent named Man-Thing, any player may activate this ability.
Nick Fury 2R Legendary Creature -- S.H.I.E.L.D.-Agent 1 1 Creatures named Howling Commandos get +1/+2 and have banding.
All Soldier creatures get +1/+1.
Night Thrasher 2R Legendary Creature 2 3 First strike
Nightcrawler 2UG Legendary Creature -- Mutant 2 2 Nightcrawler is unblockable.
3: Return Nightcrawler to its owner’s hand.
Nighthawk 1W Legendary Creature 1 2 1: Nighthawk gains flying until end of turn.
At the beginning of your upkeep, put a daycycle counter on Nighthawk.
As long as there are exactly three daycycle counters on Nighthawk, Nighthawk gets +1/+1.
Whenever there are four or more daycycle counters on Nighthawk, remove all daycycle counters from it.
Nova, the Human Rocket 4R Legendary Creature 5 5 Spacefaring
Nova 3WBR Legendary Creature -- Herald 5 5 Spacefaring
At the beginning of your upkeep, you may search your library for a card named Galactus, reveal it, and put it into your hand. If you do, shuffle your library.
Observation 1W Sorcery Look at target player’s hand and the top card of his or her library.
Obvious Target 1GG Enchantment -- Aura Enchant creature
All creatures able to block enchanted creature do so.
Odin Force 3WWW Legendary Enchantment -- Aura Enchant Asgardian creature
Enchanted creature gets +3/+3 and has spacefaring.
Enchanted creature can’t attack if it attacked during your last turn.
W: Enchanted creature gets +2/+0 until end of turn.
Odin 6WRG Legendary Creature -- Asgardian Wizard 8 9 At the beginning of your upkeep, sacrifice Odin unless you pay 4.
T: Search your library for an artifact or enchantment card, reveal it, and put it into your hand. Then shuffle your library.
Onslaught UBR Legendary Creature -- Mutant 5 5 Flying, trample, first strike
When Onslaught enters the battlefield, you may sacrifice a permanent named Professor X and a permanent named Magneto. If you don’t, sacrifice Onslaught.
Tap two untapped creatures you control each named X-Man and Franklin Richards: Onslaught gets +8/+8 until end of turn.
Operation Galactic Storm 1R Enchantment When you don’t control a Kree, a Shi'ar, or a permanent named Avengers, sacrifice Operation Galactic Storm.
Tap any number of untapped creatures you control: Operation Galactic Storm deals X damage to target creature, where X is the total power of all creatures tapped this way. Until the end of the next turn, prevent all damage that would be dealt by creatures you control and activated abilities of creatures you control can’t be activated. Activate this ability only once each turn.
Orb of Agamotto 2 Legendary Artifact T: Look at the top four cards of target library. (Put them back in the same order.)
T, Tap an untapped white Wizard you control: Draw a card.
Outclassed 1G Enchantment -- Aura Enchant creature
Enchanted creature gets -1/-1 and attacks each turn if able.
Outlaw Kid 1W Legendary Creature -- Gunslinger 1 1 Outlaw Kid enters the battlefield with twelve bullet counters on it.
1, Remove a bullet counter from Outlaw Kid: Outlaw Kid deals 1 damage to target creature or player. Activate this ability only if an opponent attacked with one or more creatures this turn.
At the beginning of your end step, choose a number between 1 and 6 at random. If that number is 1, Outlaw Kid’s owner shuffles it into his or her library.
Outwit U Instant Buyback 4
Untap target blocked creature and remove it from combat. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Draw a card.
Papa Hagg’s Ring 2 Legendary Artifact T: Add G to your mana pool.
1GG, T, Tap an untapped creature you control named Nighthawk: Search your library for a card named Hulk, Silver Surfer, Sub-Mariner, or Doctor Strange, and put that card onto the battlefield. Then shuffle your library.
Paralyzing Cold XG Sorcery Tap X target creatures. Paralyzing Cold deals 2 damage to each of those creatures with flying.
Paramedic 1W Creature -- Police 1 1 T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
Peak Snow Land 2, T: Add UR to your mana pool.
Penance Stare BR Instant Tap target nonartifact creature. That creature doesn’t untap during its controller’s next untap step.
Draw a card.
Perimeter Fence 1W Creature -- Wall 0 5 Defender
Perimeter Fence can block any number of creatures.
Petrification R Enchantment -- Aura Enchant creature
Enchanted creature’s power is 0.
Enchanted creature has defender and is a Wall in addition to its other creature types.
Phantom Rider WR Legendary Creature -- Gunslinger 2 2 As long as an opponent controls a black permanent, Phantom Rider gets +1/+1 and has shadow and "T: Tap target creature."
Phoenix 2UR Legendary Creature * * Spacefaring
Phoenix’s power and toughness are each equal to the number of permanents named Space on the battlefield.
UU, T: Phoenix loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature.
Enchanted creature gets +7/+7 and has spacefaring.
Pincer Attack W Instant Choose target untapped creature you control and target creature blocking another attacking creature you control. Tap the blocking creature and remove it from combat. The untapped creature and the blocked creature each deal damage equal to its power to the blocking creature.
Polaris RWU Legendary Creature -- Mutant 2 3 Flying
T, Sacrifice an artifact: Polaris deals 3 damage to target creature or player.
Police Chopper 2W Creature -- Police 2 3 Flying
Police Patrol 1W Creature -- Police 2 3
Possession 2UU Enchantment -- Aura Enchant creature
You control enchanted creature.
Power Boost G Instant Target creature gets +3/+3 until end of turn.
Power Feed 1R Enchantment -- Aura Enchant creature
Enchanted creature gets +0/+1 and has "T: Add R to your mana pool."
Power Gem 4 Legendary Artifact -- Infinity-Gem 2: The next time a source of your choice would deal damage to a creature or player this turn, it deals that much damage plus 1 to that creature or player instead.
Power Transfer 2UU Enchantment -- Aura Enchant creature
As Power Transfer enters the battlefield, you may choose a tapped creature on the battlefield.
As long as the chosen creature remains on the battlefield, enchanted creature has that creature’s power, toughness, and abilities.
Power of Spirit 1W Instant Target creature gets +1/+1 and gains rampage 2 until end of turn.
Cycling 2
Prime Sentinels 4 Artifact Creature -- Sentinel 3 4 Flying
When Prime Sentinels enters the battlefield, sacrifice a creature.
2: Regenerate Prime Sentinels.
Professor X 2UU Legendary Creature -- Mutant 0 1 Mutants you control have banding.
1U: Look at target opponent’s hand.
2U: Gain control of target creature until end of turn.
4U, T: Search target library for any number of nonland cards with the same name and exile them. Then that library’s owner shuffles it.
Promising Cadet W Creature -- Human Police 0 2 First strike
Provoking Move 1G Instant Untap target creature you don’t control. That creature blocks this turn if able.
Draw a card.
Psylocke 2U Legendary Creature -- Mutant 2 1 Whenever Psylocke blocks or becomes blocked by a creature, put three knife counters on that creature.
Creatures with knife counters on them can’t attack or block.
At the beginning of your upkeep, remove a knife counter from each creature.
1U, T: Look at target opponent’s hand.
Pteranodon Rider 2G Creature -- Soldier 2 1 Flying
GG: Pteranodon Rider gains first strike until end of turn.
Punisher 3B Legendary Creature -- Human Soldier 2 2 First strike
T: Punisher deals 1 damage to target creature or player.
W, T: Punisher deals 3 damage to target black creature.
Puppet Master 1BB Legendary Creature 0 1 T: Put a colorless Construct artifact token named Radioactive Clay onto the battlefield. Gain control of target creature until the token or Puppet Master leaves the battlefield.
At the beginning of your upkeep, you lose 1 life for each artifact token you control named Radioactive Clay.
Quasar 2WW Legendary Creature 1 3 Spacefaring
1W, T: Tap up to two target creatures. Until end of turn, those creatures can’t attack or block, and their activated abilities can’t be activated.
1W: Quasar gets +0/+2 until end of turn.
2W: Quasar deals 2 damage to target attacking creature.
Quicksilver RU Legendary Creature -- Mutant 1 1 Flash
Haste, double strike, vigilance
Rachel Summers UU Legendary Creature -- Mutant 1 1 U, T: Tap target artifact, creature, or land.
1U, T: Look at target opponent’s hand.
2U, T: Return target tapped artifact or creature to its owner’s hand.
2UU: Target creature gains flying until end of turn.
Radar Sense G Enchantment -- Aura Enchant creature
Enchanted creature can block creatures as though they weren’t unblockable.
Enchanted creature can block as though it were a Wall.
Ragnarok 1BBRR Sorcery Destroy all permanents. They can’t be regenerated.
Rats B Creature -- Rat 1 1 This creature can’t be blocked by Walls.
Re-Entry R Enchantment Whenever a creature with spacefaring enters the battlefield, Re-Entry deals 3 damage to that creature and that creature loses spacefaring.
Reality Gem 4 Legendary Artifact -- Infinity-Gem 4, T: Choose haste, flying, shadow, flanking, banding, phasing, first strike, double strike, trample, rampage 2, landwalk of the land type of your choice, or protection from the color of your choice. Target creature gains or loses that ability.
Reanimation G Instant Regenerate target creature.
Draw a card.
Red Skull BBB Legendary Creature 0 1 Black creatures you control get +2/+1.
Red Wolf 3RG Legendary Creature -- Human Warrior 3 2 First strike
When Red Wolf enters the battlefield, put a legendary 2/2 green Wolf creature token named Lobo onto the battlefield.
Reduce G Instant Target creature gets -5/-0 until end of turn.
Release Bond W Instant Gain control of all permanents you own.
Cycling 2
Remember the Dead 1W Instant Exile all creature cards from all graveyards. You gain 1 life for each card exiled this way.
Repair U Sorcery Return target artifact card from your graveyard to your hand.
Rescue Mission 2UU Sorcery Return target creature card from your graveyard to your hand.
Draw a card.
Resurrect 1G Sorcery Return target legendary card from your graveyard to your hand.
Revealing Light U Instant Counter target spell unless its controller pays 1.
Rhino 2GGG Legendary Creature -- Gamma Mercenary 5 5 Trample
Rick Jones W Legendary Creature 2 1 Banding
You may choose not to untap Rick Jones during your untap step.
1, T: Target creature gets +1/+1 for as long as Rick Jones remains tapped.
Ringo Kid 1RW Legendary Creature -- Gunslinger 1 1 Ringo Kid enters the battlefield with twelve bullet counters and two shell counters on it.
3, Remove a bullet counter from Ringo Kid: Ringo Kid deals 1 damage to target creature or player.
3, Remove a shell counter from Ringo Kid: Ringo Kid deals 3 damage to target attacking or blocking creature.
River Land River enters the battlefield tapped.
T: Add U to your mana pool.
Cycling 2
Rogue 3RG Legendary Creature -- Mutant Rogue 4 4 Flying
Whenever Rogue blocks or becomes blocked by a creature, you may pay 1. If you do, tap that creature and it doesn’t untap during its controller’s next untap step, and Rogue gains that creature’s abilities for as long as that creature remains tapped.
Ruin 2R Sorcery Destroy target land.
S.H.I.E.L.D. Badge 1 Artifact -- Equipment Equipped creature is a S.H.I.E.L.D.-Agent in addition to its other creature types.
Equip 0
S.H.I.E.L.D. Commandos 2W Creature -- S.H.I.E.L.D.-Agent 1 1 First strike
1W: S.H.I.E.L.D. Commandos gets +1/+0 until end of turn.
S.H.I.E.L.D. Helicarrier 5 Legendary Artifact Creature 1 10 Flying
S.H.I.E.L.D. Helicarrier can’t be the target of spells that can target only artifacts or of abilities that can target only artifacts.
Auras named Director of S.H.I.E.L.D. have "Enchanted creature has shroud."
2, T: Put a 1/1 white S.H.I.E.L.D.-Agent creature token onto the battlefield.
S.H.I.E.L.D. Spacesuit 2 Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature has spacefaring.
Equip 1
Sabotage U Instant Buyback 1U
Counter target activated ability from an artifact. That permanent’s abilities can’t be activated this turn. (Mana abilities can’t be targeted.)
Sabretooth 4B Legendary Creature -- Mutant 4 3 First strike
1B: Regenerate Sabretooth.
Sandman GG Legendary Creature 1 2 Sacrifice a land: If Sandman would die this turn, return it to its owner’s hand instead.
1: Sandman gets +1/+1 until end of turn. Activate this ability no more than four times each turn.
Sauron 1BB Legendary Creature -- Mutant 32Fading 2
Flying
Whenever Sauron blocks or becomes blocked by a creature, put a -1/-1 counter on that creature. If the creature is a Mutant, put three fade counters on Sauron. Otherwise, put a fade counter on Sauron.
Savage Land Legendary Land Savage Land enters the battlefield with three vibranium counters on it.
At the beginning of your upkeep, if there is a vibranium counter on Savage Land, remove a vibranium counter from it. If there are no more vibranium counters on it, destroy all artifacts.
T: Add 1 to your mana pool.
1, T: Add R or G to your mana pool.
Scared Mutant G Creature -- Mutant 1 1 Flying
Scarlet Witch R Legendary Creature -- Mutant Wizard 1 1 T: Choose a number between 1 and 6 at random. If that number is 1, draw a card. If that number is 2, Scarlet Witch deals 1 damage to a creature or player of your choice. If that number is 3, a creature of your choice gets +1/+1 until end of turn. If that number is 4, a creature of your choice can’t block this turn. If that number is 5, exile a card from a graveyard. If that number is 6, shuffle a player’s library.
School for Gifted Youngsters Legendary Land T: Add 1 to your mana pool.
1, T: Add U or G to your mana pool.
Mutant spells cost 1 less to cast.
1, T: Target Mutant gets +1/+1 until end of turn.
Scorching Hellfire 2BBB Sorcery Destroy all nonblack creatures. Scorching Hellfire deals X plus 3 damage to you, where X is the number of creatures put into all graveyards this way.
Scourge 2B Creature -- Zombie Assassin 1 1 T: Destroy target tapped nonwhite creature.
Morph 1BB
When Scourge is turned face up, destroy target nonwhite creature.
Search-Party GG Creature -- Soldier 2 1 Whenever Search-Party attacks and isn’t blocked, draw a card.
Secret Identity U Instant You may put a creature card from your hand onto the battlefield face down with X morph counters on it, where X is that card’s converted mana cost. For as long as that creature remains on the battlefield, its controller may turn it face up any time he or she could cast an instant by paying 1 for each morph counter on it.
Secrets Revealed U Instant Target opponent looks at your hand.
Draw a card.
Security Doom-Bots 4 Artifact Creature 3 3 Tap an untapped creature you control named Doctor Doom: Regenerate Security Doom-Bots.
Seismic Sea Wave 3G Sorcery Destroy all Islands.
Sentient Vegetation 3GG Instant Until end of turn, Forests you control become 1/2 green creatures that are still lands.
Sentinel of Liberty W Enchantment -- Aura Enchant creature you control
When Sentinel of Liberty comes into play, if enchanted creature is untapped, creatures you control with power 1 or less get +0/+2 until end of turn.
At the beginning of each upkeep, if enchanted creature is untapped, creatures you control with power 1 or less get +0/+2 until end of turn.
Sentinels 5 Artifact Creature -- Sentinel 4 4 Flying
Whenever Sentinels blocks or becomes blocked by a Mutant, that creature gets -2/-2 until end of turn.
Sewer Land T: Add 1 to your mana pool.
T: Add U or B to your mana pool. Activate this ability only if you control a Swamp.
Shadowcat 2UU Legendary Creature -- Mutant 2 1 U: Shadowcat phases out.
2UU: Target creature and Shadowcat phase out.
Shang-Chi 1WW Legendary Creature 2 1 Double strike
She-Hulk 4G Legendary Creature -- Gamma 5 5
Shi'ar Royal Guard 3WW Creature -- Shi'ar Soldier 2 5 T: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to Shi'ar Royal Guard instead.
Shield of the Seraphim W Instant Buyback 2
When you cast Shield of the Seraphim, counter it unless you control a Wizard.
Prevent the next 7 damage that would be dealt to target creature this turn.
Sidrian Hunters 1BB Creature -- Mercenary 1 1 R: Sidrian Hunters gets +1/+0 until end of turn.
2: If you control Sidrian Hunters, choose one or more other creatures you control named Sidrian Hunters. If you do, exile them and Sidrian Hunters gains spacefaring and gets +X/+X, where X is 1 plus the number of creatures exiled this way. You may pay 1 to end this effect. If you do, return the exiled cards to the battlefield under your control.
Silver Sable 1R Legendary Creature -- Mercenary 1 1 First strike
2, T: Search your library for a Mercenary card, reveal it, and put it into your hand. Then shuffle your library.
Silver Surfer 5WWW Legendary Creature -- Herald 6 7 Spacefaring, vigilance
T: Prevent the next 2 damage that target creature would deal this turn.
Siryn R Legendary Creature -- Mutant 1 1 R: Siryn gains flying until end of turn.
Whenever Siryn attacks, you may pay X. If you do, tap X target creatures. Spend only red mana this way.
Skrull Executioner 1BB Creature -- Skrull Assassin 1 1 T: Put three metabolic counters on target creature. If it doesn’t have "At the beginning of your upkeep, remove a metabolic counter from this creature, then destroy it if there are no metabolic counters on it," it gains that ability.
Morph GG
Skrull Homeworld Legendary Land T: Add 1 to your mana pool.
1, T: Add U or B to your mana pool.
3: You may put a creature card from your hand onto the battlefield face down with X morph counters on it, where X is that card’s converted mana cost. For as long as that creature remains on the battlefield, its controller may turn it face up any time he or she could cast an instant by paying 1 for each morph counter on it. Any player may activate this ability but only any time he or she could cast a sorcery.
Skrull Warrior 2BB Creature -- Skrull Soldier Warrior 3 1 G: Switch Skrull Warrior’s power and toughness until end of turn.
Morph GG
Sniper 2W Creature -- Police 1 2 T: Sniper deals 1 damage to target attacking or blocking creature.
Snow Storm GG Enchantment Cast Snow Storm only if you control a snow land.
Cumulative upkeep 2
Creatures with flying don’t untap during their controllers' untap steps.
Sons of the Serpent 1G Creature 1 1 As Sons of the Serpent enters the battlefield, choose a color other than green.
Whenever Sons of the Serpent blocks or becomes blocked by a creature of the chosen color, Sons of the Serpent gets +2/+0 until end of turn.
Sorcerer Supreme 2WW Legendary Enchantment -- Aura Enchant Wizard creature
Instant and sorcery spells you cast cost 1 less to cast.
You may cast sorcery cards as though they had flash.
Enchanted creature has "W, T: Search your library for a card named Book of Vishanti, reveal it, and put it into your hand. Then shuffle your library."
Soul Gem 4 Legendary Artifact -- Infinity-Gem T: If target creature would die this turn, exile it instead.
4, T: Choose a creature card exiled with Soul Gem. Put that card onto the battlefield under your control. If you control a permanent named Adam Warlock, this ability costs 3 less to activate.
Soulsword 3 Legendary Artifact -- Equipment Whenever equipped creature blocks or becomes blocked by an enchanted creature, destroy all Auras attached to that creature.
Whenever equipped creature becomes blocks or becomes blocked by one or more Demons, Devils, Golems, Zombies, Faltinians, Vampires, and/or Angels, equipped creature gets +4/+4 until end of turn.
As long as equipped creature is named Magik II, it has "3W, T: Exile target attacking creature."
Equip 0
Space Gem 4 Legendary Artifact -- Infinity-Gem Creatures you control have haste.
You may cast creature cards as though they had flash.
Space Land Creatures with spacefaring can’t be blocked except by creatures with spacefaring.
Rather than pay the mana cost for a spell named Vacuum, its controller may pay 1.
T: Add 1 to your mana pool.
Speedball 1U Legendary Creature 1 1 Whenever Speedball blocks or becomes blocked, put two kinetic counters on Speedball and prevent all combat damage that would be dealt to Speedball this turn.
Remove a kinetic counter from Speedball: Choose one -- Speedball gains flying until end of turn; or prevent the next 1 damage that would be dealt to Speedball this turn.
Remove two kinetic counters from Speedball: Prevent the next 1 damage that would be dealt to target creature other than Speedball this turn.
T, Remove six kinetic counters from Speedball: Speedball deals 1 damage to each other creature.
Spider-Armor 3 Legendary Artifact -- Armor Equipment (A creature can’t be equipped with more than one Armor.)
Equipped creature gets +1/+3 and has reach.
Whenever equipped creature blocks a creature, that creature doesn’t untap during its controller’s next untap step.
Equip 1
Spider-Man’s Web Shooters 3 Legendary Artifact -- Equipment Equipped creature has "3, T: Target creature doesn’t untap during its controller’s next untap step."
1: If equipped creature is named Spider-Man, it gains flying until end of turn.
2: Equipped creature gains reach until end of turn.
Equip 1
Spider-Man 2UG Legendary Creature 3 2 Spider-Man can’t be blocked by Walls.
Spells your opponents cast that target Spider-Man cost 3 more to cast.
Activated abilities your opponents activate that target Spider-Man cost 3 more to activate.
1: Look at target player’s hand.
1: Prevent all combat damage that would be dealt to Spider-Man this turn.
Spider-Woman 3G Legendary Creature 3 2 Spider-Woman can’t be blocked by Walls.
2: Spider-Woman gains flying until end of turn.
At the beginning of your upkeep, put a venomblast counter on Spider-Woman.
Remove two venomblast counters from Spider-Woman: Target creature can’t attack or block this turn.
Starbrand 1WW Legendary Enchantment -- Aura Enchant creature
Enchanted creature gets +2/+1 and has spacefaring.
1W: Regenerate enchanted creature.
Enchanted creature has "1, T: Attach Starbrand to target creature."
Steal Object 2UU Enchantment -- Aura If you control a Rogue, you may pay 4 rather than pay Steal Object’s mana cost.
Enchant artifact
You control enchanted artifact.
Storm Clouds Land T: Add 1 to your mana pool.
T: Add R or W to your mana pool. Activate this ability only if you control a Plains.
Storm GG Legendary Creature -- Mutant 1 1 G: Target creature gains flying until end of turn.
R, T: Storm deals 2 damage to each attacking or blocking creature without flying.
1RG, T: Storm deals 2 damage to each other creature with flying and 1 damage to each other creature without flying.
Stranglehold 3UU Enchantment Permanents don’t untap during their controllers' untap steps.
At the beginning of each player’s upkeep, that player chooses a permanent for each card in his or her graveyard, then untaps those permanents.
Strong Guy 3GG Legendary Creature -- Mutant 3 3 Whenever a source deals damage to Strong Guy, put a +1/+1 counter on Strong Guy.
As long as Strong Guy has five or more +1/+1 counters on it, it can’t attack or block.
When Strong Guy has ten or more +1/+1 counters on it, sacrifice it.
T: Remove a +1/+1 counter from Strong Guy.
Sub-Mariner 3UUU Legendary Creature -- Atlantean Mutant 6 5 Islandwalk, flying
At the beginning of your draw step, if you don’t control an Island, put a -1/-1 counter on Sub-Mariner.
T: Remove all -1/-1 counters from Sub-Mariner. Activate this ability only if you control an Island.
Whenever Sub-Mariner attacks a player who doesn’t control an Island, put a -1/-1 counter on Sub-Mariner.
Sunspot 2R Legendary Creature -- Mutant 1 1 R: Sunspot gets +3/+3 until end of turn. Activate this ability only once each turn.
1RR, T: Sunspot deals 1 damage to target creature.
Super Skrull 6UBR Legendary Creature -- Skrull 6 8 You may choose not to untap Super Skrull during your untap step.
2: Super Skrull can’t be blocked this turn except by Walls.
RR: Super Skrull gets +1/+0 and gains flying until end of turn.
T: Tap target creature. That creature doesn’t untap during its controller’s untap step for as long as Super Skrull remains tapped.
Morph 1UBRG
Super-Adaptoid 7 Artifact Creature 2 3 Whenever Super-Adaptoid blocks or becomes blocked by a creature, you may pay 1. If you do, Super-Adaptoid gains that creature’s abilities.
Surprise Attack 3R Instant Attacking creatures gain first strike until end of turn.
Surtur 2RRRR Legendary Creature -- Asgardian Demon 8 5 Trample
At the beginning of your upkeep, Surtur deals 2 damage to you.
System Overload 2W Instant Tap all artifacts.
Take Hostage 2B Enchantment -- Aura Enchant creature
When enchanted creature attacks or blocks, its controller sacrifices it.
Pay 3 life: Destroy Take Hostage. Any player may activate this ability but only if he or she controls enchanted creature.
Teamwork 1W Instant Tap three or more target untapped creatures you control. Each of those creatures deals damage equal to its power to target creature.
Telekinetic Attack UU Instant Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn’t untap during its controller’s next two untap steps.
Terrax 4BR Legendary Creature -- Herald 6 5 Spacefaring
T, Sacrifice a Mountain: Terrax deals 2 damage divided as you choose among one or two target creatures and/or players.
Terrigan Mists 1U Enchantment -- Aura Enchant creature
Enchanted creature is an Inhuman in addition to its other creature types.
Threshold -- As long as seven or more cards are in your graveyard, all creatures are Inhumans in addition to their other creature types.
Thanos Quest 2B Enchantment At the beginning of your upkeep, reveal the top three cards of your library. If you control a creature named Thanos, reveal the top ten cards of your library instead. Put all Infinity-Gem cards revealed this way into your hand and shuffle the rest into your library.
Thanos 6BB Legendary Creature -- Mutant 7 8 Spacefaring
When Thanos is put into a graveyard from anywhere, shuffle it into its owner’s library.
Whenever a creature dealt damage by Thanos this turn dies, choose one -- target opponent discards two cards; or you may draw two cards; or you gain 4 life.
The Hand RRRRR Enchantment BRR: Put a 2/1 red Mercenary creature token with first strike onto the battlefield.
The Order 1UBG World Enchantment When you control no permanents named Hulk, Silver Surfer, Doctor Strange, or Sub-Mariner, sacrifice The Order.
Whenever an opponent attacks with one or more creatures, put a raging counter on The Order.
As long as there are three or more raging counters on The Order, creatures named Hulk, Silver Surfer, Doctor Strange, and Sub-Mariner have banding, and creatures your opponents control can’t attack or block unless their controller pays 2 life for each creature he or she controls that’s attacking or blocking.
The Vault Legendary Land T: Add 1 to your mana pool.
1, T: Add W or B to your mana pool.
You may choose not to untap The Vault during your untap step.
T: Any opponent may pay 1 life. If no one does, tap target black or red creature and it doesn’t untap during its controller’s untap step for as long as The Vault remains tapped.
Thing 4WRR Legendary Creature 6 8 Vigilance
T: Target creature named Mr. Fantastic gets +3/+0 and gains flying until end of turn.
Thor 3RRGG Legendary Creature -- Asgardian 7 7 Rampage 3
As long as an Equipment named Mjolnir is attached to Thor, Thor has "T: Thor deals 3 damage to target creature or player" and "T: Thor deals 2 damage to each other creature with flying and each player."
Thug R Creature -- Minion 1 1 Provoke
Thunder and Lightning R Instant Thunder and Lightning deals 3 damage to target creature. If the creature is dealt damage this way, tap it.
Thunderstrike 5RR Legendary Creature 6 6 Flying, rampage 2
If Thunderstrike would die, exile it instead.
RRR, T: Thunderstrike deals 2 damage to target creature or player.
Time Gem 4 Legendary Artifact -- Infinity-Gem 1UU, T: Choose upkeep step or draw step. After target player’s next step of that name, there is an additional step of that name. Activate this ability only any time you could cast a sorcery.
3UU, T: Choose untap step or combat phase. After target player’s next step or phase of that name, there is an additional step or phase of that name. Activate this ability only any time you could cast a sorcery.
Time Machine 5 Legendary Artifact T, Sacrifice five untapped lands: Target player takes an extra turn after this one.
T, Sacrifice four untapped lands: Target player takes an extra turn after this one. Activate this ability only if you control a Scientist.
Tomb Land Tomb enters the battlefield tapped.
T: Add B to your mana pool.
Cycling 2
Tony Stark UR Legendary Creature -- Scientist 1 1 Fading 2
Tony Stark loses fading as long as an Armor is attached to it.
When Tony Stark enters the battlefield, you may search your library for a card named Iron Man Armor I Mark I, reveal it, and put it into your hand. If you do, shuffle your library.
Armor spells you cast cost 2 less to cast.
Tracking Hunter 2GG Enchantment -- Aura Enchant creature
As Tracking Hunter enters the battlefield, choose a land type.
At the beginning of your upkeep, you may choose a land type.
Enchanted creature has provoke and landwalk of the last chosen type.
Tranquil Moment 2G Sorcery Destroy all enchantments.
Transylvania Legendary Land Transylvania enters the battlefield tapped.
T, Sacrifice Transylvania: Add BB to your mana pool.
Creatures named Dracula get +0/+1.
At the beginning of your upkeep, you may search your library for a Vampire card, reveal it, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.
Traumatic Experience U Enchantment -- Aura Enchant creature
Enchanted creature can’t attack or block, and its activated abilities can’t be activated.
5, Pay 2 life: Destroy Traumatic Experience. Any player may activate this ability.
Treetops Land Treetops enters the battlefield tapped.
T: Add G to your mana pool.
Cycling 2
Tribe-Warrior G Creature -- Soldier 1 1 Haste
Troll Blacksmith 3RR Creature -- Asgardian Troll Artificer 3 2 Whenever Troll Blacksmith blocks a non-Asgardian creature, that creature doesn’t untap during its controller’s next untap step.
R: Regenerate Troll Blacksmith.
T, Sacrifice an artifact: Put a +1/+1 counter on target creature.
Twister 4G Enchantment Cumulative upkeep G
G, Pay 1 life for each velocity counter on Twister: Destroy target permanent and put a velocity counter on Twister. Activate this ability only once each turn.
Two-Gun Kid 2W Legendary Creature -- Gunslinger 1 1 Two-Gun Kid enters the battlefield with twelve bullet counters on it.
3, Remove two bullet counters from Two-Gun Kid: Two-Gun Kid deals 1 damage to each of two target creatures and/or players.
Typhoon XG Sorcery Typhoon deals X damage to each creature with flying and each player.
Tyrannoid 0 Creature -- Moloid Servant 0 1 Color indicator: Red
Ulik 4BRR Legendary Creature -- Asgardian Troll 6 5 Other attacking Trolls get +2/+2.
R: Regenerate Ulik.
Ultimate Nullifier 4 Legendary Artifact T: Exile all permanents from the battlefield, all cards from all graveyards, and all cards from all hands.
Ultimatum R Creature -- Mercenary Soldier 1 1 Ultimatum gets +1/+1 and has first strike as long as all nonartifact, nonland permanents an opponent controls are monocolored and share a color.
Ultron 5 Artifact Creature 3 5 Color indicator: Black
Sacrifice an artifact: Put a +1/+2 counter on Ultron.
2: Return Ultron from your graveyard to the battlefield as an Aura enchantment with enchant artifact creature.
Enchanted creature’s text is changed by replacing its name with Ultron.
Enchanted creature is black, gets +2/+2, and has "Sacrifice an artifact: Put a +1/+2 counter on this creature."
Unstoppable 2G Enchantment -- Aura Enchant creature
Enchanted creature has vigilance.
Sacrifice Unstoppable: Regenerate enchanted creature.
Unwanted Publicity W Enchantment -- Aura Enchant creature
Enchanted creature can’t attack or block unless its controller pays 3.
Enchanted creature doesn’t untap during its controller’s untap step.
At the beginning of the upkeep of enchanted creature’s controller, that player may pay 3. If he or she does, untap that creature.
Vacuum 1UB Enchantment When Vacuum enters the battlefield or at the beginning of your upkeep, put a -1/-1 counter on each nonartifact creature without spacefaring.
When Vacuum leaves the battlefield, remove all -1/-1 counters from all permanents that a -1/-1 counter was put onto with Vacuum.
Valkyrie 3W Legendary Creature -- Asgardian 4 5 1, T: You may put a creature card named Aragorn from your hand onto the battlefield.
B, T: Exile target nonblack creature card from a graveyard.
Vampire Lackey 3BB Creature -- Vampire 3 3 Flying
Discard a creature card: Vampire Lackey gets +2/+2 until end of turn.
Venom 3B Legendary Creature 2 2 B, T: Venom loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay B to end this effect.
Enchanted creature gets +3/+3 and is black.
Virtual Reality 1UU Enchantment Cumulative upkeep 1
Each player’s maximum hand size is reduced by one.
If a source would deal 2 or more damage, it deals 1 damage instead.
Vision 5 Legendary Artifact Creature 3 4 Vision’s abilities can’t be activated if an ability of Vision was activated this turn.
3: Choose one -- Until end of turn, Vision is unblockable, gets -3/-3, and gains flying; or Vision gets +2/+3 until end of turn.
2: Choose one -- Vision gets -2/-2 and gains flying until end of turn; or Vision gets +1/+2 until end of turn.
1: Choose one -- Vision gets -1/-1 and gains flying until end of turn; or Vision gets +0/+1 until end of turn.
Vulture 2B Legendary Creature -- Human Bird 3 2 Flying, vigilance
When Vulture enters the battlefield, you lose 1 life.
Wakanda Air-Force 3G Creature -- Soldier 3 3 Flying
Wakanda Legendary Land Wakanda enters the battlefield tapped.
T, Sacrifice Wakanda: Add GG to your mana pool.
Creatures named Black Panther and creatures named Man-Ape get +0/+1.
At the beginning of your upkeep, you may search your library for a green Soldier card, reveal it, and put it into your hand. If you do, you skip your draw step this turn and shuffle your library.
Wand of Watoomb 4 Legendary Artifact -- Equipment Wand of Watoomb can be attached only to a Wizard.
R: Choose one -- Equipped creature gets +1/+0 until end of turn; or regenerate equipped creature.
BR: Equipped creature gets +0/+2 until end of turn.
Equip 0
Warp Reality UU Instant Until end of turn, if tapped for mana, Plains produce R, Swamps produce G, Mountains produce W, and Forests produce B instead of any other type.
Madness 0
Warwolves 1UU Creature -- Wolf Warrior 1 1 Protection from blue
2: If you control Warwolves, choose one or more other creatures you control named Warwolves. If you do, exile them and Warwolves gains "Whenever this creature deals damage, you gain that much life" and gets +X/+X, where X is 1 plus the number of creatures exiled this way. You may pay 1 to end this effect. If you do, return the exiled cards to the battlefield under your control.
Wasp 2G Legendary Creature 1 1 Flying, vigilance
G: Wasp is unblockable this turn.
G, T: Wasp deals 1 damage to target attacking or blocking creature.
Watchdogs 1W Creature 1 1 As Watchdogs enters the battlefield, choose a creature type other than Cleric or Knight.
Whenever Watchdogs blocks or becomes blocked by a creature of the chosen type, Watchdogs gets +2/+0 until end of turn.
Watcher 1W Legendary Creature 15 15 Spacefaring, hexproof
As long as your life total is 2 or greater, Watcher can’t attack or block, and it can’t be the target of spells or abilities you control.
Water Reservoir UU Enchantment At the beginning of your upkeep, sacrifice Water Reservoir unless you pay U.
Sacrifice Water Reservoir: Add UUUU to your mana pool.
Wendigo 3BB Legendary Creature 4 7 Snow forestwalk
Werewolf 3B Legendary Creature -- Human Wolf 2 4 1B: Regenerate Werewolf.
Wild Pack 1R Creature -- Mercenary 2 1 Wild Pack gets +1/+2 as long as you control a permanent named Silver Sable.
Wind Barrier 1UU Creature -- Wall 1 3 Defender, first strike
U, Sacrifice Wind Barrier: Tap each creature with flying each opponent controls.
Cycling 3
Winds of Watoomb G Sorcery When you cast Winds of Watoomb, counter it unless you control a Wizard.
Tap all creatures target opponent controls. Return to its owner’s hand each of those creatures with flying.
Wolfsbane G Legendary Creature -- Mutant 1 1 1G: Wolfsbane gets +1/+1 and gains first strike and forestwalk until end of turn. Activate this ability only once each turn.
Wolverine 2GG Legendary Creature -- Mutant 3 1 First strike
0: Regenerate Wolverine.
Wonderman 5UR Legendary Creature 7 7 2: Wonderman gains flying until end of turn.
When Wonderman is dealt 15 or more damage this turn, sacrifice Wonderman and it deals 10 damage to each creature and each player.
Worldship Legendary Tribal Artifact Land -- Herald T: Add 1 to your mana pool.
1, T: Add B or U to your mana pool.
5, T: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
Worthington Aerie Legendary Land T: Add 1 to your mana pool.
1, T: Add G or W to your mana pool.
Creatures with flying have banding and can block only creatures with flying.
Wundagore Legendary Land T: Add 1 to your mana pool.
1, T: Add B or R to your mana pool.
Creatures named Scarlet Witch get +1/+1.
Black and/or red enchantment, instant, and sorcery spells you cast cost 1 less to cast.
X-Man 2UR Legendary Creature -- Mutant 1 1 Flying
2, Put an instability counter on X-Man: X-Man gets +3/+3 until end of turn.
At the beginning of your upkeep, X-Man gets -1/-1 until end of turn for each instability counter on it.
X-Men U Enchantment As long as you control a creature named Professor X and three or more other Mutants, Mutants you control get +2/+2 and creatures you control named Professor X have shroud.
Yggdrasil G World Enchantment 1: Add one mana of any color to your mana pool. Put a serpent counter on Yggdrasil.
At the beginning of your upkeep, Yggdrasil deals X damage to you, where X is a third of the number of serpent counters on Yggdrasil, rounded down.
Threshold -- As long as seven or more cards are in your graveyard, Yggdrasil has "When Yggdrasil is exiled from the battlefield, exile all permanents."
Ymir 5UR Legendary Creature -- Asgardian Giant 5 5 Ymir gets +1/+2 as long as you control a snow land.
Giant creatures you control and Ogre creatures you control get +1/+1.
Zombification BB Enchantment -- Aura Enchant creature
When enchanted creature dies, return it to the battlefield under your control as a 2/2 black Zombie with "As this creature enters the battlefield, it loses all abilities."