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Magic Comprehensive Rules

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Database Updated: 5/20 2012 - Feedback: indraxblog@gmail.com
NameCasting CostCMCTypePowerToughnessText Box
Abandon Hope {X}1{B} 2 Sorcery As an additional cost to play Abandon Hope, discard {X} cards.
Look at target opponent’s hand and choose {X} cards from it. That player discards those cards.
Abandoned Outpost 0 Land Abandoned Outpost comes into play tapped.
{T}: Add {W} to your mana pool.
{T}, Sacrifice Abandoned Outpost: Add one mana of any color to your mana pool.
Abbey Gargoyles 2{W}{W}{W} 5 Creature — Gargoyle 34 Flying, protection from red
Abbey Matron 2{W} 3 Creature — Cleric 13 {W}, {T}: Abbey Matron gets +0/+3 until end of turn.
Abduction 2{U}{U} 4 Enchantment — Aura Enchant creature
When Abduction comes into play, untap enchanted creature.
You control enchanted creature.
When enchanted creature is put into a graveyard, return that creature to play under its owner’s control.
Abeyance 1{W} 2 Instant Until end of turn, target player can’t play instants, sorceries, or activated abilities that aren't mana abilities.
Draw a card.
Abjure {U} 1 Instant As an additional cost to play Abjure, sacrifice a blue permanent.
Counter target spell.
Abolish 1{W}{W} 3 Instant You may discard a Plains card rather than pay Abolish’s mana cost.
Destroy target artifact or enchantment.
Abomination 3{B}{B} 5 Creature — Abomination 26 Whenever Abomination blocks or becomes blocked by a green or white creature, destroy that creature at end of combat.
Aboroth 4{G}{G} 6 Creature — Aboroth 99 Cumulative upkeep—Put a -1/-1 counter on Aboroth.
Aboshan, Cephalid Emperor 4{U}{U} 6 Legendary Creature — Cephalid 33 Tap an untapped Cephalid you control: Tap target permanent.
{U}{U}{U}: Tap all creatures without flying.
Aboshan’s Desire {U} 1 Enchantment — Aura Enchant creature
Enchanted creature has flying.
Threshold — Enchanted creature can’t be the target of spells or abilities. (You have threshold as long as seven or more cards are in your graveyard.)
About Face {R} 1 Instant Switch target creature’s power and toughness until end of turn.
Absolute Grace 1{W} 2 Enchantment All creatures have protection from black.
Absolute Law 1{W} 2 Enchantment All creatures have protection from red.
Absorb {W}{U}{U} 3 Instant Counter target spell. You gain 3 life.
Abu Ja’far {W} 1 Creature — Leper 01 When Abu Ja’far is put into a graveyard from play, destroy all creatures blocking or blocked by it. They can’t be regenerated.
Abuna’s Chant 3{W} 4 Instant Choose one — You gain 5 life; or prevent the next 5 damage that would be dealt to target creature this turn.
Entwine 2 (Choose both if you pay the entwine cost.)
Abundance 2{G}{G} 4 Enchantment If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Abyssal Gatekeeper 1{B} 2 Creature — Gatekeeper 11 When Abyssal Gatekeeper is put into a graveyard from play, each player sacrifices a creature.
Abyssal Horror 4{B}{B} 6 Creature — Horror 22 Flying
When Abyssal Horror comes into play, target player discards two cards.
Abyssal Hunter 3{B} 4 Creature — Human Assassin 11 {B}, {T}: Tap target creature. Abyssal Hunter deals damage equal to Abyssal Hunter’s power to that creature.
Abyssal Nightstalker 3{B} 4 Creature — Nightstalker 22 Whenever Abyssal Nightstalker attacks and isn’t blocked, defending player discards a card.
Abyssal Specter 2{B}{B} 4 Creature — Specter 23 Flying
Whenever Abyssal Specter deals damage to a player, that player discards a card.
Academy Rector 3{W} 4 Creature — Cleric 12 When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library.
Academy Researchers 1{U}{U} 3 Creature — Wizard 22 When Academy Researchers comes into play, you may put an Aura card from your hand into play attached to Academy Researchers.
Accelerate 1{R} 2 Instant Target creature gains haste until end of turn.
Draw a card.
Accelerated Mutation 3{G}{G} 5 Instant Target creature gets +{X}/+{X} until end of turn, where {X} is the highest converted mana cost among permanents you control.
Acceptable Losses 3{R} 4 Sorcery As an additional cost to play Acceptable Losses, discard a card at random.
Acceptable Losses deals 5 damage to target creature.
Accumulated Knowledge 1{U} 2 Instant Draw a card, then draw cards equal to the number of cards named Accumulated Knowledge in all graveyards.
Accursed Centaur {B} 1 Creature — Zombie Centaur 22 When Accursed Centaur comes into play, sacrifice a creature.
Acid Rain 3{U} 4 Sorcery Destroy all Forests.
Acidic Dagger 4 4 Artifact 4, {T}: Whenever target creature deals combat damage to a non-Wall creature this turn, destroy that non-Wall creature. When the targeted creature leaves play this turn, sacrifice Acidic Dagger. Play this ability only during combat before the declare blockers step.
Acidic Sliver {B}{R} 2 Creature — Sliver 22 All Slivers have “2, Sacrifice this creature: This creature deals 2 damage to target creature or player.”
Acidic Soil 2{R} 3 Sorcery Acidic Soil deals damage to each player equal to the number of lands he or she controls.
Acorn Harvest 3{G} 4 Sorcery Put two 1/1 green Squirrel creature tokens into play.
Flashback—1{G}, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)
Acquire 3{U}{U} 5 Sorcery Search target opponent’s library for an artifact card and put that card into play under your control. Then that player shuffles his or her library.
Acridian 1{G} 2 Creature — Insect 24 Echo (At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.)
Active Volcano {R} 1 Instant Choose one — Destroy target blue permanent; or return target Island to its owner’s hand.
Adamaro, First to Desire 1{R}{R} 3 Legendary Creature — Spirit ** Adamaro, First to Desire’s power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.
Adarkar Sentinel 5 5 Artifact Creature 33 1: Adarkar Sentinel gets +0/+1 until end of turn.
Adarkar Unicorn 1{W}{W} 3 Creature — Unicorn 22 {T}: Add either {U} or 1{U} to your mana pool. Spend this mana only for cumulative upkeep abilities.
Adarkar Wastes 0 Land {T}: Add 1 to your mana pool.
{T}: Add {W} or {U} to your mana pool. Adarkar Wastes deals 1 damage to you.
Addle 1{B} 2 Sorcery Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card.
Adun Oakenshield {B}{R}{G} 3 Legendary Creature 12 {B}{R}{G}, {T}: Return target creature card from your graveyard to your hand.
Advance Scout 1{W} 2 Creature — Soldier 11 First strike
{W}: Target creature gains first strike until end of turn.
Advanced Hoverguard 3{U} 4 Creature — Drone 22 Flying
{U}: Advanced Hoverguard can’t be the target of spells or abilities this turn.
Adventurers’ Guildhouse 0 Land Green legendary creatures you control have “bands with other legendary creatures.”
Aegis of Honor {W} 1 Enchantment 1: The next time an instant or sorcery spell would deal damage to you this turn, that spell deals that damage to its controller instead.
Aegis of the Meek 3 3 Artifact 1, {T}: Target 1/1 creature gets +1/+2 until end of turn.
Aeolipile 2 2 Artifact 1, {T}, Sacrifice Aeolipile: Aeolipile deals 2 damage to target creature or player.
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