Creatures 31
-
1
Anowon, the Ruin Thief
Anowon, the Ruin Thief
Legendary Creature — Vampire Rogue
2/4
Other Rogues you control get +1/+1.
Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to other Rogues you control may become lethal if Anowon leaves the battlefield during that turn.
- The player dealt combat damage mills cards only for the damage dealt by your Rogues, not for any other combat damage dealt to them at the same time.
- You draw just one card, no matter how many creature cards the player mills beyond the first.
- If Rogues you control deal combat damage to two players at once, Anowon’s ability triggers twice.
-
1
Changeling Outcast
Changeling Outcast
Creature — Shapeshifter
1/1
Changeling (This card is every creature type.)
This creature can't block and can't be blocked.
-
1
Consuming Aberration
Consuming Aberration
Creature — Horror
*/*
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
- The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
-
1
Enigma Thief
Enigma Thief
Creature — Sphinx Rogue
5/5
Prowl (You may cast this spell for its prowl cost if you dealt combat damage to a player this turn with a Sphinx or Rogue.)
Flying
When this creature enters, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a prowl cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- You can cast a spell for its prowl cost any time in a turn after a creature you control of a matching type has dealt combat damage to a player. It doesn't matter if that player left the game, if that creature left the battlefield or left your control, or if that creature no longer has a matching type.
- Prowl compares the creature types of the spell with the creature types of the creatures that dealt combat damage to players this turn. Normally this means that you can cast Enigma Thief for its prowl cost only if a Sphinx or Rogue dealt combat damage to a player, but if an effect causes the spell to have other creature types, the prowl ability is also satisfied by a creature with those additional types having dealt combat damage to a player.
- If a nonland permanent changes control while it's the target of Enigma Thief's ability, that permanent won't be a legal target as the ability resolves. Any remaining legal targets will be returned to their owners' hand.
-
1
Faerie Vandal
Faerie Vandal
Creature — Faerie Rogue
1/2
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
- The triggered ability can trigger only once each turn. It doesn't matter whether the permanent with that ability was on the battlefield when the first card was drawn. If it's not on the battlefield when the second card is drawn, the ability can't trigger at all that turn. It won't trigger when the third or fourth card is drawn.
- If an effect instructs you to draw multiple cards, the ability triggers after you draw whichever is the second one for the turn. You choose a target (if any) for the ability after you've drawn and looked at all of the cards and finished resolving the spell or ability that caused you to draw them.
- If a spell or ability causes you to put cards into your hand without specifically using the word "draw," it's not a card drawn.
-
1
Frogtosser Banneret
Frogtosser Banneret
Creature — Goblin Rogue
1/1
Haste
Goblin spells and Rogue spells you cast cost less to cast.
- A spell you cast that’s both creature types costs less to cast, not less.
- The effect reduces the total cost of the spell, regardless of whether you chose to pay additional or alternative costs. For example, if you cast a Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell to cost less.
-
1
Gonti, Lord of Luxury
Gonti, Lord of Luxury
Legendary Creature — Aetherborn Rogue
2/3
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
- The six types of mana are white, blue, black, red, green, and colorless. Snow mana is not a type of mana. Gonti, Lord of Luxury won't let you pay a snow cost using mana produced by a nonsnow source.
- An effect that instructs you to "cast" a card doesn't allow you to play lands.
- You pay the costs for the exiled card if you cast it. You may pay alternative costs such as emerge rather than the card's mana cost.
- You may look at and cast that card (and spend mana as though it were mana of any type to do so) even if Gonti leaves the battlefield. If another player gains control of Gonti, that player can't look at or cast the card, and you still can.
- Casting the card causes it to leave exile. You can't cast it multiple times.
- If you leave the game, the card remains exiled face down indefinitely. No player may look at it.
- Gonti doesn't change when you can cast the exiled card. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
-
1
Invisible Stalker
Invisible Stalker
Creature — Human Rogue
1/1
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked.
-
1
Latchkey Faerie
Latchkey Faerie
Creature — Faerie Rogue
3/1
Flying
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When this creature enters, if its prowl cost was paid, draw a card.
-
1
Lazav, Dimir Mastermind
Lazav, Dimir Mastermind
Legendary Creature — Shapeshifter
3/3
Hexproof
Whenever a creature card is put into an opponent's graveyard from anywhere, you may have Lazav become a copy of that card, except its name is Lazav, Dimir Mastermind, it's legendary in addition to its other types, and it has hexproof and this ability.
- Lazav, Dimir Mastermind becomes a copy of the creature card in the graveyard. If that card is no longer in the graveyard when Lazav's ability resolves, use the characteristics of that card as it last existed in the graveyard. Notably, copy effects that applied to the creature card when it was on the battlefield won't be copied by Lazav. For example, if a Clone is put into an opponent's graveyard from the battlefield and you use Lazav's ability, it will become 0/0. It won't become a copy of whatever Clone was copying.
- If multiple creature cards are put into an opponent's graveyard at the same time, you choose the order that Lazav's triggered abilities go on the stack.
- "Enters" abilities of the creature card Lazav is copying won't trigger as Lazav is already on the battlefield when it becomes a copy of that creature card.
- Token creatures dying won't cause Lazav's triggered ability to trigger.
-
1
Marang River Prowler
Marang River Prowler
Creature — Human Rogue
2/1
This creature can't block and can't be blocked.
You may cast this card from your graveyard as long as you control a black or green permanent.
- You must follow the normal timing permissions and restrictions and pay its cost to cast Marang River Prowler from your graveyard.
- Marang River Prowler checks if you control a black or green permanent only as you begin to cast it. Once you begin to cast Marang River Prowler from your graveyard, it doesn't matter what happens to the black or green permanents you control.
-
1
Marsh Flitter
Marsh Flitter
Creature — Faerie Rogue
1/1
Flying
When this creature enters, create two 1/1 black Goblin Rogue creature tokens.
Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
- The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
-
1
Master Thief
Master Thief
Creature — Human Rogue
2/2
When this creature enters, gain control of target artifact for as long as you control this creature.
- If Master Thief leaves the battlefield, you no longer control it, and its control-change effect ends.
- If Master Thief ceases to be under your control before its ability resolves, you won’t gain control of the targeted artifact at all.
- If another player gains control of Master Thief, its control-change effect ends. Regaining control of Master Thief won’t cause you to regain control of the artifact.
-
1
Merfolk Windrobber
Merfolk Windrobber
Creature — Merfolk Rogue
1/1
Flying
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
-
1
Nighthowler
Nighthowler
Enchantment Creature — Horror
0/0
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
- Nighthowler's last ability functions only from the battlefield. In other zones, Nighthowler is a 0/0 enchantment creature.
- On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
- Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
- Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
- If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
- Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
-
1
Nightveil Sprite
Nightveil Sprite
Creature — Faerie Rogue
1/2
Flying
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
- You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
-
1
Notion Thief
Notion Thief
Creature — Human Rogue
3/1
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
- If an opponent is instructed to draw a card then discard a card, and Notion Thief causes you to draw a card instead, that opponent still discards a card. The same is true of any other actions that opponent is instructed to do.
- If two or more players each control a Notion Thief and a player would draw a card other than the first one in their draw step, that player chooses one of the applicable Notion Thief effects to apply. Then the player whose Notion Thief's effect was chosen repeats this process among the remaining Notion Thief effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the card draw only once this way.
- The above procedure means that if each player in a two-player game controls a Notion Thief and one would draw a card, it really will be that player who draws a card.
-
1
Ogre Slumlord
Ogre Slumlord
Creature — Ogre Rogue
3/3
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token.
Rats you control have deathtouch.
- All Rats you control have deathtouch while Ogre Slumlord is on the battlefield, not just the ones created by Ogre Slumlord.
-
1
Oona's Blackguard
Oona's Blackguard
Creature — Faerie Rogue
1/1
Flying
Each other Rogue creature you control enters with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
- If a Rogue would normally enter with a certain number of +1/+1 counters on it, it enters with that many +1/+1 counters plus one on it instead. If a Rogue would normally enter with no +1/+1 counters on it, it enters with one +1/+1 counter on it instead.
- The creature gets the counter if it would enter under your control. It doesn't matter who owns the creature or what zone it enters from (such as your opponent's graveyard, for example).
- The effects from more than one of these cards are cumulative. That is, if you have two Oona's Blackguard on the battlefield, Rogue creatures you control enter with two additional +1/+1 counters on them.
- If Oona's Blackguard enters at the same time as another Rogue (due to Living End, for example), that creature doesn't get a +1/+1 counter.
-
1
Oona, Queen of the Fae
Oona, Queen of the Fae
Legendary Creature — Faerie Wizard
5/5
Flying
: Choose a color. Target opponent exiles the top X cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
- You target the opponent when you activate Oona's ability. You don't choose the color until the ability resolves.
- The tokens enter under your control.
-
1
Scourge of Fleets
Scourge of Fleets
Creature — Kraken
6/6
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
- The value of X is determined as the ability resolves.
-
1
Sepulchral Primordial
Sepulchral Primordial
Creature — Avatar
5/4
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
- You can choose a number of targets up to the number of opponents you have, one target per opponent.
- The creature cards enter simultaneously.
-
1
Slither Blade
Slither Blade
Creature — Snake Rogue
1/2
This creature can't be blocked.
-
1
Soaring Thought-Thief
Soaring Thought-Thief
Creature — Human Rogue
1/3
Flash
Flying
As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.
Whenever one or more Rogues you control attack, each opponent mills two cards.
-
1
Stinkdrinker Bandit
Stinkdrinker Bandit
Creature — Goblin Rogue
2/1
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
- An ability that triggers when something “attacks and isn’t blocked” triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.
- This ability triggers after blockers are declared during the declare blockers step. Each attacking Rogue you control gets +2/+1 if no creatures were assigned to block it. That creature will get the bonus even if an effect causes it to become blocked.
-
1
Sure-Footed Infiltrator
Sure-Footed Infiltrator
Creature — Merfolk Rogue
2/3
Tap another untapped Rogue you control: This creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, draw a card.
-
1
Sygg, River Cutthroat
Sygg, River Cutthroat
Legendary Creature — Merfolk Rogue
1/3
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
- As the end step begins, Sygg’s ability checks whether a player who is currently your opponent, or a player who was your opponent at the time they left the game, has lost 3 or more life over the course of the turn. If so, the ability will trigger. If not, it won’t.
- It doesn’t matter how the opponent lost life or who caused it, as long as the total loss of life is 3 or more.
- Sygg’s ability checks only whether life was lost. It doesn’t care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Sygg’s ability will trigger anyway.
- You don’t specify an opponent when the ability triggers. If multiple opponents have lost 3 or more life over the course of the turn, the ability will trigger only once.
- Sygg’s ability will trigger even if Sygg wasn’t on the battlefield at the time some or all of the life was lost.
- Sygg’s ability checks to see if it triggers at the end of every turn. It doesn’t have to be your turn, and it doesn’t have to be the turn of the opponent that lost life.
-
1
Syr Konrad, the Grim
Syr Konrad, the Grim
Legendary Creature — Human Knight
5/4
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
- If one or more creatures die at the same time as Syr Konrad, its first ability triggers for each of those creatures.
- In a Two-Headed Giant game, Syr Konrad's first ability causes it to deal 1 damage twice.
-
1
Triton Shorestalker
Triton Shorestalker
Creature — Merfolk Rogue
1/1
This creature can't be blocked.
-
1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
-
1
Zulaport Cutthroat
Zulaport Cutthroat
Creature — Human Rogue Ally
1/1
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
- If another creature you control dies at the same time as Zulaport Cutthroat, its ability triggers for that creature.
Instants 8
-
1
Aetherize
Aetherize
Instant
Return all attacking creatures to their owner's hand.
- An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game, or the planeswalker it was attacking has left combat. There's no such thing as an attacking creature outside of the combat phase.
-
1
Fact or Fiction
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
- Piles may be empty.
-
1
Fated Return
Fated Return
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
- The effect that causes the creature to gain indestructible doesn’t have a duration. It lasts until the creature leaves the battlefield.
- The indestructible granted by Fated Return isn’t part of the creature’s copiable values. If the creature is copied, the copy won’t have indestructible (unless the creature otherwise has indestructible).
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you’ll scry last. For others, that means you’ll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability’s targets are illegal when it tries to resolve, it won’t resolve and none of its effects will happen. You won’t scry.
-
1
Murder
Murder
Instant
Destroy target creature.
-
1
Price of Fame
Price of Fame
Instant
This spell costs less to cast if it targets a legendary creature.
Destroy target creature.
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
- You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
- Some spells that instruct you to surveil require targets. You can't cast a spell without choosing legal targets. If all of those targets become illegal, the spell doesn't resolve and you won't surveil.
- When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
- Price of Fame's mana value is 4, even if it costs less to cast.
- You'll surveil before resolving any abilities that trigger on the target creature dying.
- Price of Fame can target a creature that's indestructible. It won't be destroyed, but you'll surveil.
-
1
Silumgar's Command
Silumgar's Command
Instant
Choose two —
- Counter target noncreature spell.
- Return target permanent to its owner's hand.
- Target creature gets -3/-3 until end of turn.
- Destroy target planeswalker.
- If a Command is copied, the effect that creates the copy will usually allow you to choose new targets for the copy, but you can’t choose new modes.
- As the spell resolves, follow the instructions of the modes you chose in the order they are printed on the card. For example, if you chose the second and fourth modes of Ojutai’s Command, you would gain 4 life and then draw a card. (The order won’t matter in most cases.)
- You choose the two modes as you cast the spell. You must choose two different modes. Once modes are chosen, they can’t be changed.
- You can choose a mode only if you can choose legal targets for that mode. Ignore the targeting requirements for modes that aren’t chosen. For example, you can cast Ojutai’s Command without targeting a creature spell provided you don’t choose the third mode.
- If all targets for the chosen modes become illegal before the Command resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
-
1
Soul Manipulation
Soul Manipulation
Instant
Choose one or both —
- Counter target creature spell.
- Return target creature card from your graveyard to your hand.
- You may choose just the first mode (targeting a creature spell), just the second mode (targeting a creature card in your graveyard), or both modes (targeting a creature spell and a creature card in your graveyard). You can’t choose a mode unless there’s a legal target for it.
- If you choose both modes, you choose their targets at the same time. You can’t counter your own creature spell and then return that card from your graveyard to your hand.
-
1
Spinal Embrace
Spinal Embrace
Instant
Cast this spell only during combat.
Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
- You must sacrifice the creature if you still control it as the delayed triggered ability resolves.
Sorceries 9
-
1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
-
1
Endless Obedience
Endless Obedience
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Put target creature card from a graveyard onto the battlefield under your control.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Extract from Darkness
Extract from Darkness
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
- Extract from Darkness doesn't target a creature card. You choose which card you're putting onto the battlefield as it resolves. You can choose any creature card in a graveyard at that time, including one just put into a graveyard by Extract from Darkness. If there are no creature cards in graveyards at that time, Extract from Darkness simply finishes resolving.
-
1
In Garruk's Wake
In Garruk's Wake
Sorcery
Destroy all creatures you don't control and all planeswalkers you don't control.
-
1
Necromantic Selection
Necromantic Selection
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
- Necromantic Selection doesn't overwrite any of the creature's colors or types. Rather, it adds another color and another creature type.
- If the creature is normally colorless, it will simply become black. It can't be both black and colorless.
-
1
Notorious Throng
Notorious Throng
Kindred Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- To determine the value of X, this spell looks back over the course of the turn and counts all damage dealt by all sources to players who are currently your opponents, as well as damage dealt by all sources to players who were your opponents at the time they left the game.
-
1
Open into Wonder
Open into Wonder
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
-
1
Rise from the Grave
Rise from the Grave
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
- Rise from the Grave doesn’t overwrite any previous colors or types. Rather, it adds another color and another subtype.
- If the creature is normally colorless, it will simply become black. It can’t be both black and colorless.
- A later effect that changes the affected creature’s colors will overwrite that part of Rise from the Grave’s effect; the creature will be only the new color. The same is true about an effect that changes the affected creature’s types or subtypes.
-
1
Stolen Identity
Stolen Identity
Sorcery
Create a token that's a copy of target artifact or creature.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
- If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
- If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
- The copy of the card with cipher is created in and cast from exile.
- You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card's type.
- If you choose not to cast the copy, or you can't cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won't get a chance to cast the copy at a later time.
- The exiled card with cipher grants a triggered ability to the creature it's encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won't trigger. However, the exiled card will continue to be encoded on that creature.
- If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
- The spell with cipher is encoded on the creature as part of that spell's resolution, just after the spell's other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
- You choose the creature as the spell resolves. The cipher ability doesn't target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
- If the spell with cipher doesn't resolve, none of its effects will happen, including cipher. The card will go to its owner's graveyard and won't be encoded on a creature.
- If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
- The token copies exactly what was printed on the original artifact or creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether it is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- If the copied permanent has in its mana cost, X is considered to be zero.
- If the copied permanent is copying something else (for example, if the copied creature is a Clone), then the token enters as whatever that creature copied.
- If the copied permanent is a token, the token that's created copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
- Any "enters" abilities of the copied permanent will trigger when the token enters the battlefield. Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the chosen permanent will also work.
- If the token you create is a copy of a creature, you can exile Stolen Identity encoded on that token.
Artifacts 13
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
- "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
- Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
-
1
Bonehoard
Bonehoard
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.
Equip
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- The value of X is calculated continuously as the number of creature cards in graveyards changes.
- If there are no creature cards in any graveyard when Bonehoard's living weapon ability resolves, the Germ will be 0/0 and put into its owner's graveyard.
- Although creature tokens go to the graveyard before ceasing to exist, they never count as creature cards and won't increase the bonus granted by Bonehoard, however briefly.
- If lethal damage is dealt simultaneously to the equipped creature and another creature, both creatures are put into the graveyard at the same time. The equipped creature won't get an additional bonus from the other creature.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dimir Keyrune
Dimir Keyrune
Artifact
: Add or .
: This artifact becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
- Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
- Activating the ability that turns the Keyrune into a creature while it's already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.
-
1
Dimir Locket
Dimir Locket
Artifact
: Add or .
, , Sacrifice this artifact: Draw two cards.
-
1
Dimir Signet
Dimir Signet
Artifact
, : Add .
-
1
Heirloom Blade
Heirloom Blade
Artifact — Equipment
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
- If you don't reveal a creature card that shares a type with the creature that died, you'll just reveal and randomize your library.
- If the equipped creature has no creature type, no card can share a creature type with it.
- You'll reveal cards until you find one that shares at least one creature type with the creature that died. For example, if a Cat Wizard dies, you'll stop if you reveal a Human Wizard or Cat Soldier.
- Compare the revealed cards to the creature as it last existed before it died, not to the creature card as it exists in its owner's graveyard, to determine which one you put into your hand.
- "Artifact" isn't a creature type.
- If Heirloom Blade leaves the battlefield at the same time that the equipped creature dies, its triggered ability triggers.
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Obelisk of Urd
Obelisk of Urd
Artifact
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +2/+2.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- The choice of creature type is made as Obelisk of Urd enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
- You must choose an existing creature type.
-
1
Scytheclaw
Scytheclaw
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up.
Equip
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- Scytheclaw's triggered ability triggers and resolves after combat damage is dealt. For example, if the Germ token deals 1 combat damage to a player with 10 life, combat damage will reduce that player's life total to 9. Then Scytheclaw's ability will cause the player to lose 5 life, leaving the player at 4.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Whispersteel Dagger
Whispersteel Dagger
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell.
Equip
- You don’t choose a card to cast as Whispersteel Dagger’s ability resolves. You simply get a permission to cast one later.
- You must follow the normal timing permissions and restrictions for the spell you wish to cast.
- You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Whispersteel Dagger’s ability are exiled.
Lands 38
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dimir Aqueduct
Dimir Aqueduct
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Dimir Guildgate
Dimir Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
15
Island
Island
Basic Land — Island
( : Add .)
-
1
Jwar Isle Refuge
Jwar Isle Refuge
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
-
1
Submerged Boneyard
Submerged Boneyard
Land
This land enters tapped.
: Add or .
-
15
Swamp
Swamp
Basic Land — Swamp
( : Add .)
Blue 20
-
1
Aetherize
Aetherize
Instant
Return all attacking creatures to their owner's hand.
- An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game, or the planeswalker it was attacking has left combat. There's no such thing as an attacking creature outside of the combat phase.
-
1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
-
1
Enigma Thief
Enigma Thief
Creature — Sphinx Rogue
5/5
Prowl (You may cast this spell for its prowl cost if you dealt combat damage to a player this turn with a Sphinx or Rogue.)
Flying
When this creature enters, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a prowl cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- You can cast a spell for its prowl cost any time in a turn after a creature you control of a matching type has dealt combat damage to a player. It doesn't matter if that player left the game, if that creature left the battlefield or left your control, or if that creature no longer has a matching type.
- Prowl compares the creature types of the spell with the creature types of the creatures that dealt combat damage to players this turn. Normally this means that you can cast Enigma Thief for its prowl cost only if a Sphinx or Rogue dealt combat damage to a player, but if an effect causes the spell to have other creature types, the prowl ability is also satisfied by a creature with those additional types having dealt combat damage to a player.
- If a nonland permanent changes control while it's the target of Enigma Thief's ability, that permanent won't be a legal target as the ability resolves. Any remaining legal targets will be returned to their owners' hand.
-
1
Fact or Fiction
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
- Piles may be empty.
-
1
Faerie Vandal
Faerie Vandal
Creature — Faerie Rogue
1/2
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
- The triggered ability can trigger only once each turn. It doesn't matter whether the permanent with that ability was on the battlefield when the first card was drawn. If it's not on the battlefield when the second card is drawn, the ability can't trigger at all that turn. It won't trigger when the third or fourth card is drawn.
- If an effect instructs you to draw multiple cards, the ability triggers after you draw whichever is the second one for the turn. You choose a target (if any) for the ability after you've drawn and looked at all of the cards and finished resolving the spell or ability that caused you to draw them.
- If a spell or ability causes you to put cards into your hand without specifically using the word "draw," it's not a card drawn.
-
1
Invisible Stalker
Invisible Stalker
Creature — Human Rogue
1/1
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked.
-
1
Latchkey Faerie
Latchkey Faerie
Creature — Faerie Rogue
3/1
Flying
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When this creature enters, if its prowl cost was paid, draw a card.
-
1
Marang River Prowler
Marang River Prowler
Creature — Human Rogue
2/1
This creature can't block and can't be blocked.
You may cast this card from your graveyard as long as you control a black or green permanent.
- You must follow the normal timing permissions and restrictions and pay its cost to cast Marang River Prowler from your graveyard.
- Marang River Prowler checks if you control a black or green permanent only as you begin to cast it. Once you begin to cast Marang River Prowler from your graveyard, it doesn't matter what happens to the black or green permanents you control.
-
1
Master Thief
Master Thief
Creature — Human Rogue
2/2
When this creature enters, gain control of target artifact for as long as you control this creature.
- If Master Thief leaves the battlefield, you no longer control it, and its control-change effect ends.
- If Master Thief ceases to be under your control before its ability resolves, you won’t gain control of the targeted artifact at all.
- If another player gains control of Master Thief, its control-change effect ends. Regaining control of Master Thief won’t cause you to regain control of the artifact.
-
1
Merfolk Windrobber
Merfolk Windrobber
Creature — Merfolk Rogue
1/1
Flying
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
-
1
Military Intelligence
Military Intelligence
Enchantment
Whenever you attack with two or more creatures, draw a card.
- The creatures don’t have to be attacking the same player or planeswalker.
- Once the ability triggers, it doesn’t matter how many creatures are still attacking when the ability resolves.
-
1
Nightveil Sprite
Nightveil Sprite
Creature — Faerie Rogue
1/2
Flying
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
- You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
-
1
Notorious Throng
Notorious Throng
Kindred Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- To determine the value of X, this spell looks back over the course of the turn and counts all damage dealt by all sources to players who are currently your opponents, as well as damage dealt by all sources to players who were your opponents at the time they left the game.
-
1
Open into Wonder
Open into Wonder
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
-
1
Scourge of Fleets
Scourge of Fleets
Creature — Kraken
6/6
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
- The value of X is determined as the ability resolves.
-
1
Slither Blade
Slither Blade
Creature — Snake Rogue
1/2
This creature can't be blocked.
-
1
Stolen Identity
Stolen Identity
Sorcery
Create a token that's a copy of target artifact or creature.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
- If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
- If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
- The copy of the card with cipher is created in and cast from exile.
- You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card's type.
- If you choose not to cast the copy, or you can't cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won't get a chance to cast the copy at a later time.
- The exiled card with cipher grants a triggered ability to the creature it's encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won't trigger. However, the exiled card will continue to be encoded on that creature.
- If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
- The spell with cipher is encoded on the creature as part of that spell's resolution, just after the spell's other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
- You choose the creature as the spell resolves. The cipher ability doesn't target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
- If the spell with cipher doesn't resolve, none of its effects will happen, including cipher. The card will go to its owner's graveyard and won't be encoded on a creature.
- If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
- The token copies exactly what was printed on the original artifact or creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether it is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- If the copied permanent has in its mana cost, X is considered to be zero.
- If the copied permanent is copying something else (for example, if the copied creature is a Clone), then the token enters as whatever that creature copied.
- If the copied permanent is a token, the token that's created copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
- Any "enters" abilities of the copied permanent will trigger when the token enters the battlefield. Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the chosen permanent will also work.
- If the token you create is a copy of a creature, you can exile Stolen Identity encoded on that token.
-
1
Sure-Footed Infiltrator
Sure-Footed Infiltrator
Creature — Merfolk Rogue
2/3
Tap another untapped Rogue you control: This creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, draw a card.
-
1
Triton Shorestalker
Triton Shorestalker
Creature — Merfolk Rogue
1/1
This creature can't be blocked.
-
1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
Black 19
-
1
Changeling Outcast
Changeling Outcast
Creature — Shapeshifter
1/1
Changeling (This card is every creature type.)
This creature can't block and can't be blocked.
-
1
Endless Obedience
Endless Obedience
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Put target creature card from a graveyard onto the battlefield under your control.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Fated Return
Fated Return
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
- The effect that causes the creature to gain indestructible doesn’t have a duration. It lasts until the creature leaves the battlefield.
- The indestructible granted by Fated Return isn’t part of the creature’s copiable values. If the creature is copied, the copy won’t have indestructible (unless the creature otherwise has indestructible).
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you’ll scry last. For others, that means you’ll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability’s targets are illegal when it tries to resolve, it won’t resolve and none of its effects will happen. You won’t scry.
-
1
Frogtosser Banneret
Frogtosser Banneret
Creature — Goblin Rogue
1/1
Haste
Goblin spells and Rogue spells you cast cost less to cast.
- A spell you cast that’s both creature types costs less to cast, not less.
- The effect reduces the total cost of the spell, regardless of whether you chose to pay additional or alternative costs. For example, if you cast a Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell to cost less.
-
1
Gonti, Lord of Luxury
Gonti, Lord of Luxury
Legendary Creature — Aetherborn Rogue
2/3
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
- The six types of mana are white, blue, black, red, green, and colorless. Snow mana is not a type of mana. Gonti, Lord of Luxury won't let you pay a snow cost using mana produced by a nonsnow source.
- An effect that instructs you to "cast" a card doesn't allow you to play lands.
- You pay the costs for the exiled card if you cast it. You may pay alternative costs such as emerge rather than the card's mana cost.
- You may look at and cast that card (and spend mana as though it were mana of any type to do so) even if Gonti leaves the battlefield. If another player gains control of Gonti, that player can't look at or cast the card, and you still can.
- Casting the card causes it to leave exile. You can't cast it multiple times.
- If you leave the game, the card remains exiled face down indefinitely. No player may look at it.
- Gonti doesn't change when you can cast the exiled card. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
-
1
In Garruk's Wake
In Garruk's Wake
Sorcery
Destroy all creatures you don't control and all planeswalkers you don't control.
-
1
Marsh Flitter
Marsh Flitter
Creature — Faerie Rogue
1/1
Flying
When this creature enters, create two 1/1 black Goblin Rogue creature tokens.
Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
- The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
-
1
Murder
Murder
Instant
Destroy target creature.
-
1
Necromantic Selection
Necromantic Selection
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
- Necromantic Selection doesn't overwrite any of the creature's colors or types. Rather, it adds another color and another creature type.
- If the creature is normally colorless, it will simply become black. It can't be both black and colorless.
-
1
Nighthowler
Nighthowler
Enchantment Creature — Horror
0/0
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
- Nighthowler's last ability functions only from the battlefield. In other zones, Nighthowler is a 0/0 enchantment creature.
- On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
- Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
- Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
- If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
- Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
-
1
Ogre Slumlord
Ogre Slumlord
Creature — Ogre Rogue
3/3
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token.
Rats you control have deathtouch.
- All Rats you control have deathtouch while Ogre Slumlord is on the battlefield, not just the ones created by Ogre Slumlord.
-
1
Oona's Blackguard
Oona's Blackguard
Creature — Faerie Rogue
1/1
Flying
Each other Rogue creature you control enters with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
- If a Rogue would normally enter with a certain number of +1/+1 counters on it, it enters with that many +1/+1 counters plus one on it instead. If a Rogue would normally enter with no +1/+1 counters on it, it enters with one +1/+1 counter on it instead.
- The creature gets the counter if it would enter under your control. It doesn't matter who owns the creature or what zone it enters from (such as your opponent's graveyard, for example).
- The effects from more than one of these cards are cumulative. That is, if you have two Oona's Blackguard on the battlefield, Rogue creatures you control enter with two additional +1/+1 counters on them.
- If Oona's Blackguard enters at the same time as another Rogue (due to Living End, for example), that creature doesn't get a +1/+1 counter.
-
1
Price of Fame
Price of Fame
Instant
This spell costs less to cast if it targets a legendary creature.
Destroy target creature.
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
- You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
- Some spells that instruct you to surveil require targets. You can't cast a spell without choosing legal targets. If all of those targets become illegal, the spell doesn't resolve and you won't surveil.
- When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
- Price of Fame's mana value is 4, even if it costs less to cast.
- You'll surveil before resolving any abilities that trigger on the target creature dying.
- Price of Fame can target a creature that's indestructible. It won't be destroyed, but you'll surveil.
-
1
Rise from the Grave
Rise from the Grave
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
- Rise from the Grave doesn’t overwrite any previous colors or types. Rather, it adds another color and another subtype.
- If the creature is normally colorless, it will simply become black. It can’t be both black and colorless.
- A later effect that changes the affected creature’s colors will overwrite that part of Rise from the Grave’s effect; the creature will be only the new color. The same is true about an effect that changes the affected creature’s types or subtypes.
-
1
Sepulchral Primordial
Sepulchral Primordial
Creature — Avatar
5/4
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
- You can choose a number of targets up to the number of opponents you have, one target per opponent.
- The creature cards enter simultaneously.
-
1
Stinkdrinker Bandit
Stinkdrinker Bandit
Creature — Goblin Rogue
2/1
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
- An ability that triggers when something “attacks and isn’t blocked” triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.
- This ability triggers after blockers are declared during the declare blockers step. Each attacking Rogue you control gets +2/+1 if no creatures were assigned to block it. That creature will get the bonus even if an effect causes it to become blocked.
-
1
Syr Konrad, the Grim
Syr Konrad, the Grim
Legendary Creature — Human Knight
5/4
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
- If one or more creatures die at the same time as Syr Konrad, its first ability triggers for each of those creatures.
- In a Two-Headed Giant game, Syr Konrad's first ability causes it to deal 1 damage twice.
-
1
Whispersteel Dagger
Whispersteel Dagger
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell.
Equip
- You don’t choose a card to cast as Whispersteel Dagger’s ability resolves. You simply get a permission to cast one later.
- You must follow the normal timing permissions and restrictions for the spell you wish to cast.
- You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Whispersteel Dagger’s ability are exiled.
-
1
Zulaport Cutthroat
Zulaport Cutthroat
Creature — Human Rogue Ally
1/1
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
- If another creature you control dies at the same time as Zulaport Cutthroat, its ability triggers for that creature.
Multicolor 9
-
1
Anowon, the Ruin Thief
Anowon, the Ruin Thief
Legendary Creature — Vampire Rogue
2/4
Other Rogues you control get +1/+1.
Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to other Rogues you control may become lethal if Anowon leaves the battlefield during that turn.
- The player dealt combat damage mills cards only for the damage dealt by your Rogues, not for any other combat damage dealt to them at the same time.
- You draw just one card, no matter how many creature cards the player mills beyond the first.
- If Rogues you control deal combat damage to two players at once, Anowon’s ability triggers twice.
-
1
Consuming Aberration
Consuming Aberration
Creature — Horror
*/*
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
- The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
-
1
Extract from Darkness
Extract from Darkness
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
- Extract from Darkness doesn't target a creature card. You choose which card you're putting onto the battlefield as it resolves. You can choose any creature card in a graveyard at that time, including one just put into a graveyard by Extract from Darkness. If there are no creature cards in graveyards at that time, Extract from Darkness simply finishes resolving.
-
1
Lazav, Dimir Mastermind
Lazav, Dimir Mastermind
Legendary Creature — Shapeshifter
3/3
Hexproof
Whenever a creature card is put into an opponent's graveyard from anywhere, you may have Lazav become a copy of that card, except its name is Lazav, Dimir Mastermind, it's legendary in addition to its other types, and it has hexproof and this ability.
- Lazav, Dimir Mastermind becomes a copy of the creature card in the graveyard. If that card is no longer in the graveyard when Lazav's ability resolves, use the characteristics of that card as it last existed in the graveyard. Notably, copy effects that applied to the creature card when it was on the battlefield won't be copied by Lazav. For example, if a Clone is put into an opponent's graveyard from the battlefield and you use Lazav's ability, it will become 0/0. It won't become a copy of whatever Clone was copying.
- If multiple creature cards are put into an opponent's graveyard at the same time, you choose the order that Lazav's triggered abilities go on the stack.
- "Enters" abilities of the creature card Lazav is copying won't trigger as Lazav is already on the battlefield when it becomes a copy of that creature card.
- Token creatures dying won't cause Lazav's triggered ability to trigger.
-
1
Notion Thief
Notion Thief
Creature — Human Rogue
3/1
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
- If an opponent is instructed to draw a card then discard a card, and Notion Thief causes you to draw a card instead, that opponent still discards a card. The same is true of any other actions that opponent is instructed to do.
- If two or more players each control a Notion Thief and a player would draw a card other than the first one in their draw step, that player chooses one of the applicable Notion Thief effects to apply. Then the player whose Notion Thief's effect was chosen repeats this process among the remaining Notion Thief effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the card draw only once this way.
- The above procedure means that if each player in a two-player game controls a Notion Thief and one would draw a card, it really will be that player who draws a card.
-
1
Silumgar's Command
Silumgar's Command
Instant
Choose two —
- Counter target noncreature spell.
- Return target permanent to its owner's hand.
- Target creature gets -3/-3 until end of turn.
- Destroy target planeswalker.
- If a Command is copied, the effect that creates the copy will usually allow you to choose new targets for the copy, but you can’t choose new modes.
- As the spell resolves, follow the instructions of the modes you chose in the order they are printed on the card. For example, if you chose the second and fourth modes of Ojutai’s Command, you would gain 4 life and then draw a card. (The order won’t matter in most cases.)
- You choose the two modes as you cast the spell. You must choose two different modes. Once modes are chosen, they can’t be changed.
- You can choose a mode only if you can choose legal targets for that mode. Ignore the targeting requirements for modes that aren’t chosen. For example, you can cast Ojutai’s Command without targeting a creature spell provided you don’t choose the third mode.
- If all targets for the chosen modes become illegal before the Command resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
-
1
Soaring Thought-Thief
Soaring Thought-Thief
Creature — Human Rogue
1/3
Flash
Flying
As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.
Whenever one or more Rogues you control attack, each opponent mills two cards.
-
1
Soul Manipulation
Soul Manipulation
Instant
Choose one or both —
- Counter target creature spell.
- Return target creature card from your graveyard to your hand.
- You may choose just the first mode (targeting a creature spell), just the second mode (targeting a creature card in your graveyard), or both modes (targeting a creature spell and a creature card in your graveyard). You can’t choose a mode unless there’s a legal target for it.
- If you choose both modes, you choose their targets at the same time. You can’t counter your own creature spell and then return that card from your graveyard to your hand.
-
1
Spinal Embrace
Spinal Embrace
Instant
Cast this spell only during combat.
Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
- You must sacrifice the creature if you still control it as the delayed triggered ability resolves.
Colorless 14
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
- "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
- Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
-
1
Bonehoard
Bonehoard
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.
Equip
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- The value of X is calculated continuously as the number of creature cards in graveyards changes.
- If there are no creature cards in any graveyard when Bonehoard's living weapon ability resolves, the Germ will be 0/0 and put into its owner's graveyard.
- Although creature tokens go to the graveyard before ceasing to exist, they never count as creature cards and won't increase the bonus granted by Bonehoard, however briefly.
- If lethal damage is dealt simultaneously to the equipped creature and another creature, both creatures are put into the graveyard at the same time. The equipped creature won't get an additional bonus from the other creature.
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dimir Keyrune
Dimir Keyrune
Artifact
: Add or .
: This artifact becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
- Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
- Activating the ability that turns the Keyrune into a creature while it's already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.
-
1
Dimir Locket
Dimir Locket
Artifact
: Add or .
, , Sacrifice this artifact: Draw two cards.
-
1
Dimir Signet
Dimir Signet
Artifact
, : Add .
-
1
Heirloom Blade
Heirloom Blade
Artifact — Equipment
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
- If you don't reveal a creature card that shares a type with the creature that died, you'll just reveal and randomize your library.
- If the equipped creature has no creature type, no card can share a creature type with it.
- You'll reveal cards until you find one that shares at least one creature type with the creature that died. For example, if a Cat Wizard dies, you'll stop if you reveal a Human Wizard or Cat Soldier.
- Compare the revealed cards to the creature as it last existed before it died, not to the creature card as it exists in its owner's graveyard, to determine which one you put into your hand.
- "Artifact" isn't a creature type.
- If Heirloom Blade leaves the battlefield at the same time that the equipped creature dies, its triggered ability triggers.
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Obelisk of Urd
Obelisk of Urd
Artifact
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +2/+2.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- The choice of creature type is made as Obelisk of Urd enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
- You must choose an existing creature type.
-
1
Oona, Queen of the Fae
Oona, Queen of the Fae
Legendary Creature — Faerie Wizard
5/5
Flying
: Choose a color. Target opponent exiles the top X cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
- You target the opponent when you activate Oona's ability. You don't choose the color until the ability resolves.
- The tokens enter under your control.
-
1
Scytheclaw
Scytheclaw
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up.
Equip
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- Scytheclaw's triggered ability triggers and resolves after combat damage is dealt. For example, if the Germ token deals 1 combat damage to a player with 10 life, combat damage will reduce that player's life total to 9. Then Scytheclaw's ability will cause the player to lose 5 life, leaving the player at 4.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Sygg, River Cutthroat
Sygg, River Cutthroat
Legendary Creature — Merfolk Rogue
1/3
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
- As the end step begins, Sygg’s ability checks whether a player who is currently your opponent, or a player who was your opponent at the time they left the game, has lost 3 or more life over the course of the turn. If so, the ability will trigger. If not, it won’t.
- It doesn’t matter how the opponent lost life or who caused it, as long as the total loss of life is 3 or more.
- Sygg’s ability checks only whether life was lost. It doesn’t care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Sygg’s ability will trigger anyway.
- You don’t specify an opponent when the ability triggers. If multiple opponents have lost 3 or more life over the course of the turn, the ability will trigger only once.
- Sygg’s ability will trigger even if Sygg wasn’t on the battlefield at the time some or all of the life was lost.
- Sygg’s ability checks to see if it triggers at the end of every turn. It doesn’t have to be your turn, and it doesn’t have to be the turn of the opponent that lost life.
Lands 38
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dimir Aqueduct
Dimir Aqueduct
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Dimir Guildgate
Dimir Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
15
Island
Island
Basic Land — Island
( : Add .)
-
1
Jwar Isle Refuge
Jwar Isle Refuge
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
-
1
Submerged Boneyard
Submerged Boneyard
Land
This land enters tapped.
: Add or .
-
15
Swamp
Swamp
Basic Land — Swamp
( : Add .)
1 5
-
1
Changeling Outcast
Changeling Outcast
Creature — Shapeshifter
1/1
Changeling (This card is every creature type.)
This creature can't block and can't be blocked.
-
1
Merfolk Windrobber
Merfolk Windrobber
Creature — Merfolk Rogue
1/1
Flying
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
-
1
Slither Blade
Slither Blade
Creature — Snake Rogue
1/2
This creature can't be blocked.
-
1
Sol Ring
Sol Ring
Artifact
: Add .
-
1
Triton Shorestalker
Triton Shorestalker
Creature — Merfolk Rogue
1/1
This creature can't be blocked.
2 14
-
1
Arcane Signet
Arcane Signet
Artifact
: Add one mana of any color in your commander's color identity.
- If your commander is a card that has no colors in its color identity, Arcane Signet's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
- If you don't have a commander, Arcane Signet's ability produces no mana.
-
1
Blackblade Reforged
Blackblade Reforged
Legendary Artifact — Equipment
Equipped creature gets +1/+1 for each land you control.
Equip legendary creature
Equip
- "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
- Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
-
1
Dimir Signet
Dimir Signet
Artifact
, : Add .
-
1
Faerie Vandal
Faerie Vandal
Creature — Faerie Rogue
1/2
Flash (You may cast this spell any time you could cast an instant.)
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
- The triggered ability can trigger only once each turn. It doesn't matter whether the permanent with that ability was on the battlefield when the first card was drawn. If it's not on the battlefield when the second card is drawn, the ability can't trigger at all that turn. It won't trigger when the third or fourth card is drawn.
- If an effect instructs you to draw multiple cards, the ability triggers after you draw whichever is the second one for the turn. You choose a target (if any) for the ability after you've drawn and looked at all of the cards and finished resolving the spell or ability that caused you to draw them.
- If a spell or ability causes you to put cards into your hand without specifically using the word "draw," it's not a card drawn.
-
1
Frogtosser Banneret
Frogtosser Banneret
Creature — Goblin Rogue
1/1
Haste
Goblin spells and Rogue spells you cast cost less to cast.
- A spell you cast that’s both creature types costs less to cast, not less.
- The effect reduces the total cost of the spell, regardless of whether you chose to pay additional or alternative costs. For example, if you cast a Rogue spell by paying its prowl cost, Frogtosser Banneret causes that spell to cost less.
-
1
Invisible Stalker
Invisible Stalker
Creature — Human Rogue
1/1
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked.
-
1
Military Intelligence
Military Intelligence
Enchantment
Whenever you attack with two or more creatures, draw a card.
- The creatures don’t have to be attacking the same player or planeswalker.
- Once the ability triggers, it doesn’t matter how many creatures are still attacking when the ability resolves.
-
1
Mind Stone
Mind Stone
Artifact
: Add .
, , Sacrifice this artifact: Draw a card.
-
1
Nightveil Sprite
Nightveil Sprite
Creature — Faerie Rogue
1/2
Flying
Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
- You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
-
1
Oona's Blackguard
Oona's Blackguard
Creature — Faerie Rogue
1/1
Flying
Each other Rogue creature you control enters with an additional +1/+1 counter on it.
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.
- If a Rogue would normally enter with a certain number of +1/+1 counters on it, it enters with that many +1/+1 counters plus one on it instead. If a Rogue would normally enter with no +1/+1 counters on it, it enters with one +1/+1 counter on it instead.
- The creature gets the counter if it would enter under your control. It doesn't matter who owns the creature or what zone it enters from (such as your opponent's graveyard, for example).
- The effects from more than one of these cards are cumulative. That is, if you have two Oona's Blackguard on the battlefield, Rogue creatures you control enter with two additional +1/+1 counters on them.
- If Oona's Blackguard enters at the same time as another Rogue (due to Living End, for example), that creature doesn't get a +1/+1 counter.
-
1
Open into Wonder
Open into Wonder
Sorcery
X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."
-
1
Soaring Thought-Thief
Soaring Thought-Thief
Creature — Human Rogue
1/3
Flash
Flying
As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.
Whenever one or more Rogues you control attack, each opponent mills two cards.
-
1
Sygg, River Cutthroat
Sygg, River Cutthroat
Legendary Creature — Merfolk Rogue
1/3
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
- As the end step begins, Sygg’s ability checks whether a player who is currently your opponent, or a player who was your opponent at the time they left the game, has lost 3 or more life over the course of the turn. If so, the ability will trigger. If not, it won’t.
- It doesn’t matter how the opponent lost life or who caused it, as long as the total loss of life is 3 or more.
- Sygg’s ability checks only whether life was lost. It doesn’t care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Sygg’s ability will trigger anyway.
- You don’t specify an opponent when the ability triggers. If multiple opponents have lost 3 or more life over the course of the turn, the ability will trigger only once.
- Sygg’s ability will trigger even if Sygg wasn’t on the battlefield at the time some or all of the life was lost.
- Sygg’s ability checks to see if it triggers at the end of every turn. It doesn’t have to be your turn, and it doesn’t have to be the turn of the opponent that lost life.
-
1
Zulaport Cutthroat
Zulaport Cutthroat
Creature — Human Rogue Ally
1/1
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
- If another creature you control dies at the same time as Zulaport Cutthroat, its ability triggers for that creature.
3 9
-
1
Commander's Sphere
Commander's Sphere
Artifact
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
- If your commander is a card that has no colors in its color identity, Commander's Sphere's first ability produces no mana. It doesn't produce .
- If you don't have a commander, Commander's Sphere's first ability produces no mana.
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dimir Keyrune
Dimir Keyrune
Artifact
: Add or .
: This artifact becomes a 2/2 blue and black Horror artifact creature until end of turn and can't be blocked this turn.
- Until the ability that turns the Keyrune into a creature resolves, the Keyrune is colorless.
- Activating the ability that turns the Keyrune into a creature while it's already a creature will override any effects that set its power and/or toughness to another number, but effects that modify power and/or toughness without directly setting them will still apply.
-
1
Dimir Locket
Dimir Locket
Artifact
: Add or .
, , Sacrifice this artifact: Draw two cards.
-
1
Heirloom Blade
Heirloom Blade
Artifact — Equipment
Equipped creature gets +3/+1.
Whenever equipped creature dies, you may reveal cards from the top of your library until you reveal a creature card that shares a creature type with it. Put that card into your hand and the rest on the bottom of your library in a random order.
Equip
- If you don't reveal a creature card that shares a type with the creature that died, you'll just reveal and randomize your library.
- If the equipped creature has no creature type, no card can share a creature type with it.
- You'll reveal cards until you find one that shares at least one creature type with the creature that died. For example, if a Cat Wizard dies, you'll stop if you reveal a Human Wizard or Cat Soldier.
- Compare the revealed cards to the creature as it last existed before it died, not to the creature card as it exists in its owner's graveyard, to determine which one you put into your hand.
- "Artifact" isn't a creature type.
- If Heirloom Blade leaves the battlefield at the same time that the equipped creature dies, its triggered ability triggers.
-
1
Marang River Prowler
Marang River Prowler
Creature — Human Rogue
2/1
This creature can't block and can't be blocked.
You may cast this card from your graveyard as long as you control a black or green permanent.
- You must follow the normal timing permissions and restrictions and pay its cost to cast Marang River Prowler from your graveyard.
- Marang River Prowler checks if you control a black or green permanent only as you begin to cast it. Once you begin to cast Marang River Prowler from your graveyard, it doesn't matter what happens to the black or green permanents you control.
-
1
Murder
Murder
Instant
Destroy target creature.
-
1
Nighthowler
Nighthowler
Enchantment Creature — Horror
0/0
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)
This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.
- Nighthowler's last ability functions only from the battlefield. In other zones, Nighthowler is a 0/0 enchantment creature.
- On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
- Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
- Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
- If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
- Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
-
1
Soul Manipulation
Soul Manipulation
Instant
Choose one or both —
- Counter target creature spell.
- Return target creature card from your graveyard to your hand.
- You may choose just the first mode (targeting a creature spell), just the second mode (targeting a creature card in your graveyard), or both modes (targeting a creature spell and a creature card in your graveyard). You can’t choose a mode unless there’s a legal target for it.
- If you choose both modes, you choose their targets at the same time. You can’t counter your own creature spell and then return that card from your graveyard to your hand.
-
1
Whispersteel Dagger
Whispersteel Dagger
Artifact — Equipment
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell.
Equip
- You don’t choose a card to cast as Whispersteel Dagger’s ability resolves. You simply get a permission to cast one later.
- You must follow the normal timing permissions and restrictions for the spell you wish to cast.
- You’ll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
- In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells and/or permanents you control from Whispersteel Dagger’s ability are exiled.
4 16
-
1
Aetherize
Aetherize
Instant
Return all attacking creatures to their owner's hand.
- An "attacking creature" is one that has been declared as an attacker this combat, or one that was put onto the battlefield attacking this combat. Unless that creature leaves combat, it continues to be an attacking creature through the end of combat step, even if the player it was attacking has left the game, or the planeswalker it was attacking has left combat. There's no such thing as an attacking creature outside of the combat phase.
-
1
Anowon, the Ruin Thief
Anowon, the Ruin Thief
Legendary Creature — Vampire Rogue
2/4
Other Rogues you control get +1/+1.
Whenever one or more Rogues you control deal combat damage to a player, that player mills a card for each 1 damage dealt to them. If the player mills at least one creature card this way, you draw a card. (To mill a card, a player puts the top card of their library into their graveyard.)
- Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to other Rogues you control may become lethal if Anowon leaves the battlefield during that turn.
- The player dealt combat damage mills cards only for the damage dealt by your Rogues, not for any other combat damage dealt to them at the same time.
- You draw just one card, no matter how many creature cards the player mills beyond the first.
- If Rogues you control deal combat damage to two players at once, Anowon’s ability triggers twice.
-
1
Bonehoard
Bonehoard
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards.
Equip
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- The value of X is calculated continuously as the number of creature cards in graveyards changes.
- If there are no creature cards in any graveyard when Bonehoard's living weapon ability resolves, the Germ will be 0/0 and put into its owner's graveyard.
- Although creature tokens go to the graveyard before ceasing to exist, they never count as creature cards and won't increase the bonus granted by Bonehoard, however briefly.
- If lethal damage is dealt simultaneously to the equipped creature and another creature, both creatures are put into the graveyard at the same time. The equipped creature won't get an additional bonus from the other creature.
-
1
Distant Melody
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
- Note that this spell counts the number of permanents you control of the chosen type, not just the number of creatures you control. It will also take your kindred permanents of the chosen type into account.
-
1
Fact or Fiction
Fact or Fiction
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
- Piles may be empty.
-
1
Gonti, Lord of Luxury
Gonti, Lord of Luxury
Legendary Creature — Aetherborn Rogue
2/3
Deathtouch
When Gonti enters, look at the top four cards of target opponent's library, exile one of them face down, then put the rest on the bottom of that library in a random order. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.
- The six types of mana are white, blue, black, red, green, and colorless. Snow mana is not a type of mana. Gonti, Lord of Luxury won't let you pay a snow cost using mana produced by a nonsnow source.
- An effect that instructs you to "cast" a card doesn't allow you to play lands.
- You pay the costs for the exiled card if you cast it. You may pay alternative costs such as emerge rather than the card's mana cost.
- You may look at and cast that card (and spend mana as though it were mana of any type to do so) even if Gonti leaves the battlefield. If another player gains control of Gonti, that player can't look at or cast the card, and you still can.
- Casting the card causes it to leave exile. You can't cast it multiple times.
- If you leave the game, the card remains exiled face down indefinitely. No player may look at it.
- Gonti doesn't change when you can cast the exiled card. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
-
1
Latchkey Faerie
Latchkey Faerie
Creature — Faerie Rogue
3/1
Flying
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When this creature enters, if its prowl cost was paid, draw a card.
-
1
Lazav, Dimir Mastermind
Lazav, Dimir Mastermind
Legendary Creature — Shapeshifter
3/3
Hexproof
Whenever a creature card is put into an opponent's graveyard from anywhere, you may have Lazav become a copy of that card, except its name is Lazav, Dimir Mastermind, it's legendary in addition to its other types, and it has hexproof and this ability.
- Lazav, Dimir Mastermind becomes a copy of the creature card in the graveyard. If that card is no longer in the graveyard when Lazav's ability resolves, use the characteristics of that card as it last existed in the graveyard. Notably, copy effects that applied to the creature card when it was on the battlefield won't be copied by Lazav. For example, if a Clone is put into an opponent's graveyard from the battlefield and you use Lazav's ability, it will become 0/0. It won't become a copy of whatever Clone was copying.
- If multiple creature cards are put into an opponent's graveyard at the same time, you choose the order that Lazav's triggered abilities go on the stack.
- "Enters" abilities of the creature card Lazav is copying won't trigger as Lazav is already on the battlefield when it becomes a copy of that creature card.
- Token creatures dying won't cause Lazav's triggered ability to trigger.
-
1
Marsh Flitter
Marsh Flitter
Creature — Faerie Rogue
1/1
Flying
When this creature enters, create two 1/1 black Goblin Rogue creature tokens.
Sacrifice a Goblin: This creature has base power and toughness 3/3 until end of turn.
- The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
-
1
Master Thief
Master Thief
Creature — Human Rogue
2/2
When this creature enters, gain control of target artifact for as long as you control this creature.
- If Master Thief leaves the battlefield, you no longer control it, and its control-change effect ends.
- If Master Thief ceases to be under your control before its ability resolves, you won’t gain control of the targeted artifact at all.
- If another player gains control of Master Thief, its control-change effect ends. Regaining control of Master Thief won’t cause you to regain control of the artifact.
-
1
Notion Thief
Notion Thief
Creature — Human Rogue
3/1
Flash
If an opponent would draw a card except the first one they draw in each of their draw steps, instead that player skips that draw and you draw a card.
- If an opponent is instructed to draw a card then discard a card, and Notion Thief causes you to draw a card instead, that opponent still discards a card. The same is true of any other actions that opponent is instructed to do.
- If two or more players each control a Notion Thief and a player would draw a card other than the first one in their draw step, that player chooses one of the applicable Notion Thief effects to apply. Then the player whose Notion Thief's effect was chosen repeats this process among the remaining Notion Thief effects, and so on, until there are no more possible such effects to apply. Each effect can be applied to the card draw only once this way.
- The above procedure means that if each player in a two-player game controls a Notion Thief and one would draw a card, it really will be that player who draws a card.
-
1
Notorious Throng
Notorious Throng
Kindred Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
- This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.
- Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.
- While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.
- To determine the value of X, this spell looks back over the course of the turn and counts all damage dealt by all sources to players who are currently your opponents, as well as damage dealt by all sources to players who were your opponents at the time they left the game.
-
1
Price of Fame
Price of Fame
Instant
This spell costs less to cast if it targets a legendary creature.
Destroy target creature.
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
- You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
- Some spells that instruct you to surveil require targets. You can't cast a spell without choosing legal targets. If all of those targets become illegal, the spell doesn't resolve and you won't surveil.
- When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
- Price of Fame's mana value is 4, even if it costs less to cast.
- You'll surveil before resolving any abilities that trigger on the target creature dying.
- Price of Fame can target a creature that's indestructible. It won't be destroyed, but you'll surveil.
-
1
Stinkdrinker Bandit
Stinkdrinker Bandit
Creature — Goblin Rogue
2/1
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)
Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
- An ability that triggers when something “attacks and isn’t blocked” triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.
- This ability triggers after blockers are declared during the declare blockers step. Each attacking Rogue you control gets +2/+1 if no creatures were assigned to block it. That creature will get the bonus even if an effect causes it to become blocked.
-
1
Sure-Footed Infiltrator
Sure-Footed Infiltrator
Creature — Merfolk Rogue
2/3
Tap another untapped Rogue you control: This creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, draw a card.
-
1
Whirler Rogue
Whirler Rogue
Creature — Human Rogue Artificer
2/2
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
- You may tap any two untapped artifacts you control, including artifact creatures that haven't been under your control continuously since the beginning of your most recent turn.
- Activating the second ability of Whirler Rogue after a creature has become blocked won't cause it to become unblocked.
5 7
-
1
Consuming Aberration
Consuming Aberration
Creature — Horror
*/*
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
- The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
- An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
- If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
-
1
Extract from Darkness
Extract from Darkness
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
- Extract from Darkness doesn't target a creature card. You choose which card you're putting onto the battlefield as it resolves. You can choose any creature card in a graveyard at that time, including one just put into a graveyard by Extract from Darkness. If there are no creature cards in graveyards at that time, Extract from Darkness simply finishes resolving.
-
1
Ogre Slumlord
Ogre Slumlord
Creature — Ogre Rogue
3/3
Whenever another nontoken creature dies, you may create a 1/1 black Rat creature token.
Rats you control have deathtouch.
- All Rats you control have deathtouch while Ogre Slumlord is on the battlefield, not just the ones created by Ogre Slumlord.
-
1
Rise from the Grave
Rise from the Grave
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
- Rise from the Grave doesn’t overwrite any previous colors or types. Rather, it adds another color and another subtype.
- If the creature is normally colorless, it will simply become black. It can’t be both black and colorless.
- A later effect that changes the affected creature’s colors will overwrite that part of Rise from the Grave’s effect; the creature will be only the new color. The same is true about an effect that changes the affected creature’s types or subtypes.
-
1
Scytheclaw
Scytheclaw
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up.
Equip
- The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
- Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
- If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
- Scytheclaw's triggered ability triggers and resolves after combat damage is dealt. For example, if the Germ token deals 1 combat damage to a player with 10 life, combat damage will reduce that player's life total to 9. Then Scytheclaw's ability will cause the player to lose 5 life, leaving the player at 4.
-
1
Silumgar's Command
Silumgar's Command
Instant
Choose two —
- Counter target noncreature spell.
- Return target permanent to its owner's hand.
- Target creature gets -3/-3 until end of turn.
- Destroy target planeswalker.
- If a Command is copied, the effect that creates the copy will usually allow you to choose new targets for the copy, but you can’t choose new modes.
- As the spell resolves, follow the instructions of the modes you chose in the order they are printed on the card. For example, if you chose the second and fourth modes of Ojutai’s Command, you would gain 4 life and then draw a card. (The order won’t matter in most cases.)
- You choose the two modes as you cast the spell. You must choose two different modes. Once modes are chosen, they can’t be changed.
- You can choose a mode only if you can choose legal targets for that mode. Ignore the targeting requirements for modes that aren’t chosen. For example, you can cast Ojutai’s Command without targeting a creature spell provided you don’t choose the third mode.
- If all targets for the chosen modes become illegal before the Command resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
-
1
Syr Konrad, the Grim
Syr Konrad, the Grim
Legendary Creature — Human Knight
5/4
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
- If one or more creatures die at the same time as Syr Konrad, its first ability triggers for each of those creatures.
- In a Two-Headed Giant game, Syr Konrad's first ability causes it to deal 1 damage twice.
6 5
-
1
Endless Obedience
Endless Obedience
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Put target creature card from a graveyard onto the battlefield under your control.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
-
1
Obelisk of Urd
Obelisk of Urd
Artifact
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +2/+2.
- Tapping a multicolored creature using convoke will pay for or one mana of your choice of any of that creature's colors.
- If a creature you control has a mana ability with in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
- Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
- You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
- Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
- When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
- The choice of creature type is made as Obelisk of Urd enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
- You must choose an existing creature type.
-
1
Oona, Queen of the Fae
Oona, Queen of the Fae
Legendary Creature — Faerie Wizard
5/5
Flying
: Choose a color. Target opponent exiles the top X cards of their library. For each card of the chosen color exiled this way, create a 1/1 blue and black Faerie Rogue creature token with flying.
- You target the opponent when you activate Oona's ability. You don't choose the color until the ability resolves.
- The tokens enter under your control.
-
1
Spinal Embrace
Spinal Embrace
Instant
Cast this spell only during combat.
Untap target creature you don't control and gain control of it. It gains haste until end of turn. At the beginning of the next end step, sacrifice it. If you do, you gain life equal to its toughness.
- You must sacrifice the creature if you still control it as the delayed triggered ability resolves.
-
1
Stolen Identity
Stolen Identity
Sorcery
Create a token that's a copy of target artifact or creature.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
- If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
- If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
- The copy of the card with cipher is created in and cast from exile.
- You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card's type.
- If you choose not to cast the copy, or you can't cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won't get a chance to cast the copy at a later time.
- The exiled card with cipher grants a triggered ability to the creature it's encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won't trigger. However, the exiled card will continue to be encoded on that creature.
- If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
- The spell with cipher is encoded on the creature as part of that spell's resolution, just after the spell's other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
- You choose the creature as the spell resolves. The cipher ability doesn't target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
- If the spell with cipher doesn't resolve, none of its effects will happen, including cipher. The card will go to its owner's graveyard and won't be encoded on a creature.
- If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
- The token copies exactly what was printed on the original artifact or creature and nothing else (unless that permanent is copying something else or is a token; see below). It doesn't copy whether it is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
- If the copied permanent has in its mana cost, X is considered to be zero.
- If the copied permanent is copying something else (for example, if the copied creature is a Clone), then the token enters as whatever that creature copied.
- If the copied permanent is a token, the token that's created copies the original characteristics of that token as stated by the effect that put the token onto the battlefield.
- Any "enters" abilities of the copied permanent will trigger when the token enters the battlefield. Any "as [this permanent] enters" or "[this permanent] enters with" abilities of the chosen permanent will also work.
- If the token you create is a copy of a creature, you can exile Stolen Identity encoded on that token.
7+ 6
-
1
Enigma Thief
Enigma Thief
Creature — Sphinx Rogue
5/5
Prowl (You may cast this spell for its prowl cost if you dealt combat damage to a player this turn with a Sphinx or Rogue.)
Flying
When this creature enters, for each opponent, return up to one target nonland permanent that player controls to its owner's hand.
- To determine the total cost of a spell, start with the mana cost or alternative cost (such as a prowl cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
- You can cast a spell for its prowl cost any time in a turn after a creature you control of a matching type has dealt combat damage to a player. It doesn't matter if that player left the game, if that creature left the battlefield or left your control, or if that creature no longer has a matching type.
- Prowl compares the creature types of the spell with the creature types of the creatures that dealt combat damage to players this turn. Normally this means that you can cast Enigma Thief for its prowl cost only if a Sphinx or Rogue dealt combat damage to a player, but if an effect causes the spell to have other creature types, the prowl ability is also satisfied by a creature with those additional types having dealt combat damage to a player.
- If a nonland permanent changes control while it's the target of Enigma Thief's ability, that permanent won't be a legal target as the ability resolves. Any remaining legal targets will be returned to their owners' hand.
-
1
Fated Return
Fated Return
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
- The effect that causes the creature to gain indestructible doesn’t have a duration. It lasts until the creature leaves the battlefield.
- The indestructible granted by Fated Return isn’t part of the creature’s copiable values. If the creature is copied, the copy won’t have indestructible (unless the creature otherwise has indestructible).
- When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
- You choose how to order cards returned to your library after scrying no matter where you put them.
- You perform the actions stated on a card in sequence. For some spells and abilities, that means you’ll scry last. For others, that means you’ll scry and then perform other actions.
- Scry appears on some spells and abilities with one or more targets. If all of the spell or ability’s targets are illegal when it tries to resolve, it won’t resolve and none of its effects will happen. You won’t scry.
-
1
In Garruk's Wake
In Garruk's Wake
Sorcery
Destroy all creatures you don't control and all planeswalkers you don't control.
-
1
Necromantic Selection
Necromantic Selection
Sorcery
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
- Necromantic Selection doesn't overwrite any of the creature's colors or types. Rather, it adds another color and another creature type.
- If the creature is normally colorless, it will simply become black. It can't be both black and colorless.
-
1
Scourge of Fleets
Scourge of Fleets
Creature — Kraken
6/6
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
- The value of X is determined as the ability resolves.
-
1
Sepulchral Primordial
Sepulchral Primordial
Creature — Avatar
5/4
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
- You can choose a number of targets up to the number of opponents you have, one target per opponent.
- The creature cards enter simultaneously.
Lands 38
-
1
Command Tower
Command Tower
Land
: Add one mana of any color in your commander's color identity.
- If you don't have a commander, Command Tower's ability produces no mana.
- If your commander is a card that has no colors in its color identity, Command Tower's ability produces no mana. It doesn't produce .
- If you have two commanders, the ability adds one mana of any color in their combined color identities.
-
1
Dimir Aqueduct
Dimir Aqueduct
Land
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add .
- If this land enters the battlefield and you control no other lands, its ability will force you to return it to your hand.
-
1
Dimir Guildgate
Dimir Guildgate
Land — Gate
This land enters tapped.
: Add or .
- The subtype Gate has no special rules significance, but other spells and abilities may refer to it.
- Gate is not a basic land type.
-
1
Dismal Backwater
Dismal Backwater
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
15
Island
Island
Basic Land — Island
( : Add .)
-
1
Jwar Isle Refuge
Jwar Isle Refuge
Land
This land enters tapped.
When this land enters, you gain 1 life.
: Add or .
-
1
Myriad Landscape
Myriad Landscape
Land
This land enters tapped.
: Add .
, , Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
- You can choose to find one basic land card with Myriad Landscape's last ability.
-
1
Rogue's Passage
Rogue's Passage
Land
: Add .
, : Target creature can't be blocked this turn.
- Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.
-
1
Submerged Boneyard
Submerged Boneyard
Land
This land enters tapped.
: Add or .
-
15
Swamp
Swamp
Basic Land — Swamp
( : Add .)