BETA

313 Cards Found

A Realm Reborn #344 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 6
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.65 USD / 2.4 USD
    Cardmarket 1.06 EUR / 1.83 EUR
    Cardkingdom 0.79 USD / 2.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Other permanents you control have ": Add one mana of any color."

    Abyssal Harvester #458 Creature — Demon Warlock

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Demon
  • Warlock
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • Abyssal Harvester's ability will exile all other Nightmare tokens you control, not just Nightmare tokens created with Abyssal Harvester's ability.
  • Except for the listed exception, the token created by Abyssal Harvester's ability copies exactly what was printed on the original card and nothing else. It doesn't copy information about the object that card was before it was put into that graveyard.
  • If a card copied by the token had any "when this creature enters" abilities, the appropriate token also has those abilities and will trigger them when it's created. Similarly, any "as this creature enters" or "this creature enters with" abilities that the token has copied will also work.
  • The token is a Nightmare in addition to its other creature types. This is a copiable value of the token that other effects may copy.
  • Prices

    Seller Price
    Tcgplayer 1.13 USD / 1.44 USD
    Cardmarket 1.14 EUR / 2.38 EUR
    Cardkingdom 0.99 USD
    Cardsphere 1.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.

    Academy Elite #81 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 0/0
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.12 USD
    Cardmarket 0.13 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This creature enters with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards. , Remove a +1/+1counterfrom this creature: Draw a card, thendiscarda card.

    Academy Manufactor #264 Artifact Creature — Assembly-Worker

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 1/3
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Assembly-Worker
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • Creating a Clue token this way isn't the same thing as investigating. Notably, an ability that triggers whenever you investigate won't trigger because you created a Clue token due to this replacement effect. If the original token creation was because you investigated once, those abilities will still each trigger once, no matter how many Clue tokens you end up creating.
  • If you control eighteen Academy Manufactors (I don't know, you figure it out) and would create some number of Clue, Food, or Treasure tokens, you will instead create 129,140,163 times that many Clue tokens, 129,140,163 times that many Food tokens, and 129,140,163 times that many Treasure tokens.
  • If you control one Academy Manufactor and would create some number of Clue, Food, or Treasure tokens, you will instead create that many Clue tokens, that many Food tokens, and that many Treasure tokens.
  • If you control two Academy Manufactors and would create some number of Clue, Food, or Treasure tokens, you will instead create three times that many Clue tokens, three times that many Food tokens, and three times that many Treasure tokens.
  • Prices

    Seller Price
    Tcgplayer 2.8 USD
    Cardmarket 3.12 EUR / 0.29 EUR
    Cardkingdom 5.49 USD
    Cardsphere 2.67 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    If you would create a Clue, Food, or Treasure token, instead create one of each.

    Accomplished Alchemist #119s Creature — Elf Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/5
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Accomplished Alchemist's second ability counts the total amount of life gained without taking into account any life you lost during that turn. For example, if you lost 3 life and gained 3 life earlier in the turn, you'll add three mana.
  • Prices

    Seller Price
    Tcgplayer 2.45 USD
    Cardmarket 0.21 EUR / 0.45 EUR
    Cardkingdom 1.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add one mana of any color. : Add X mana of any one color, where X is the amount of life you gained this turn.

    Adéwalé, Breaker of Chains #44 Legendary Creature — Human Assassin Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 4/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Assassin
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Adéwalé's last ability triggers only if it's already in your graveyard as a Vehicle you control deals combat damage to a player.
  • If Adéwalé leaves your graveyard before its last ability resolves, the ability will have no effect, even if the card returns to your graveyard before that ability resolves.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD / 0.1 USD
    Cardmarket 0.11 EUR / 0.26 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.07 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When Adéwalé enters, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order. Whenever a Vehicle you control deals combat damage to a player, you may return this card from your graveyard to your hand.

    Aetherflux Conduit #33 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
  • Some spells and abilities say that you “may pay” a certain amount of {E}, then describes an effect that happens “if you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is instead followed by the phrase “when you do” followed by an effect, then after you choose to pay {E}, a new triggered ability called a reflexive trigger is put on the stack, and you choose targets for the reflexive trigger (if the effect asks for targets). Players may respond as normal to this new triggered ability. Once that reflexive trigger resolves, the effect will finally occur.
  • Some spells and abilities say that you “may pay” a certain amount of {E}. You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some spells and abilities which give you {E} or say you “may pay” some amount of {E} require one or more targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. None of its effects will happen, you won’t get any {E} from it, and you won’t get the chance to pay any {E} for its effects even if you want to.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer 0.2 USD
    Cardmarket 0.48 EUR / 0.6 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.38 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever you cast a spell, you get an amount of (energy counters) equal to the amount of mana spent to cast that spell. , Pay fifty : Draw seven cards. You may cast any number of spells from your hand without paying their mana costs.

    Aetheric Amplifier #34 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Rules

  • To double the number of a kind of counters on a permanent, put a number of that kind of counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly. The same is true for doubling the number of counters on a player.
  • Prices

    Seller Price
    Tcgplayer 1.58 USD
    Cardmarket 1.44 EUR / 0.52 EUR
    Cardkingdom 2.29 USD
    Cardsphere 1.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : Add one mana of any color. , : Choose one. Activate only as a sorcery. • Double the number of each kind ofcounteron target permanent. • Double the number of each kind ofcounteryou have.

    Aeve, Progenitor Ooze #409 Legendary Creature — Ooze

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Ooze
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Storm

    Rules

  • A copy of a spell can be countered like any other spell, but it must be countered individually. Countering a spell with storm won't affect the copies.
  • If a spell with storm has targets, you may choose new targets for any of the copies. You can make different choices for each copy.
  • Spells cast from zones other than a player's hand and spells that were countered or otherwise failed to resolve are counted by the storm ability.
  • The copies are put directly onto the stack. They aren't cast and won't be counted by other spells with storm cast later in the turn.
  • The storm copies enter the battlefield one by one, followed by the original spell. Each of them enters the battlefield with a number of +1/+1 counters equal to the number of Oozes you control as it enters the battlefield. If you don't control any Oozes at the start, the first one enters with no counters, the second one enters with one counter, and so on.
  • The triggered ability that creates the copies can itself be countered by anything that can counter a triggered ability. If it is countered, no copies will be put onto the stack.
  • Prices

    Seller Price
    Tcgplayer 0.28 USD 0.41 USD 0.69 USD
    Cardmarket 0.36 EUR / 0.37 EUR
    Cardkingdom 0.49 USD 0.79 USD 0.49 USD
    Cardsphere 0.42 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.) Aeve isn't legendary if it's a token. Aeve enters with a +1/+1counteron it for each other Ooze you control.

    Afterburner Expert #464 Creature — Goblin Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 4/2
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Exhaust

    Rules

  • Exhaust abilities can be activated any time you could normally activate an ability.
  • If an ability triggers whenever you activate an exhaust ability, that ability resolves before the exhaust ability resolves.
  • If an exhaust ability of a permanent is activated, and then that permanent leaves the battlefield and returns to the battlefield, it becomes a new object so its exhaust ability can be activated again.
  • Prices

    Seller Price
    Tcgplayer 2.61 USD
    Cardmarket 1.67 EUR
    Cardkingdom 1.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Exhaust — : Put two +1/+1 counters on this creature. (Activate each exhaust ability only once.) Whenever you activate an exhaust ability, return this card from your graveyard to the battlefield.

    Ambling Stormshell #37s Creature — Turtle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 5/9
    Types:
  • Creature
  • SubTypes:
  • Turtle
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Ward

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.3 USD
    Cardkingdom 0.59 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Ward Whenever this creature attacks, put three stun counters on it and draw three cards. (If a permanent with a stuncounterwould become untapped, remove one from it instead.) Whenever you cast a Turtle spell, untap this creature.

    Arbaaz Mir #46 Legendary Creature — Human Assassin

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Assassin
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn’t make an object more historic than another or provide an additional bonus—an object either is historic or it isn’t.
  • An ability that triggers “whenever you cast a historic spell” doesn’t trigger if a historic card is put onto the battlefield without being cast.
  • Lands are never cast, so abilities that trigger “whenever you cast a historic spell” won’t trigger if you play a legendary land. They also won’t trigger if a card on the battlefield transforms into a card with the legendary supertype, the artifact card type, or the Saga subtype.
  • Some abilities trigger “whenever you cast a historic spell.” Such an ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • Prices

    Seller Price
    Tcgplayer 0.14 USD / 0.2 USD
    Cardmarket 0.11 EUR / 0.24 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.06 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever Arbaaz Mir or another nontoken historic permanent you control enters, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life. (Artifacts, legendaries, and Sagas are historic.)

    Archangel of Wrath #384 Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Kicker Lifelink

    Rules

  • If it was kicked twice, each of Archangel of Wrath's last two abilities will trigger once. In other words, it will deal 2 damage to each of two targets or deal 2 damage to the same target twice.
  • You may kick Archangel of Wrath only once for its {B} cost and only once for its {R} cost. You can kick it twice by paying {B}{R}, but you can't kick it twice by paying {B}{B} or {R}{R}. You can't kick it more than twice.
  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Tcgplayer 0.39 USD / 0.46 USD
    Cardmarket 0.72 EUR / 0.64 EUR
    Cardsphere 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Kicker and/or (You may pay an additional and/or as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.

    Archmage of Runes #30 Creature — Giant Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/6
    Types:
  • Creature
  • SubTypes:
  • Giant
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • Archmage of Runes's first ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell.
  • Archmage of Runes's first ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast instant and sorcery spells.
  • Archmage of Runes's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
  • Prices

    Seller Price
    Tcgplayer 1.18 USD / 2.15 USD
    Cardmarket 1.47 EUR / 1.75 EUR
    Cardkingdom 3.99 USD / 3.49 USD
    Cardsphere 2.13 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Instant and sorcery spells you cast cost less to cast. Whenever you cast an instant or sorcery spell, draw a card.

    Archon of Cruelty #197 Creature — Archon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Archon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • You and the opponent you target take all the actions in the order listed. Notably, the creature or planeswalker they sacrifice won't be on the battlefield as they discard a card or lose life. If any abilities trigger, they will wait to be put on the stack until after the spell resolves. If any abilities controlled by that opponent trigger but losing 3 life causes them to lose the game, none of those abilities will be put on the stack.
  • Prices

    Seller Price
    Tcgplayer 3.5 USD
    Cardmarket 5.28 EUR / 25.95 EUR
    Cardkingdom 5.99 USD / 8.99 USD
    Cardsphere 4.63 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.

    Ardyn, the Usurper #524 Legendary Creature — Elder Human Noble

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Elder
  • Human
  • Noble
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 20.03 USD
    Cardmarket 14.51 EUR
    Cardkingdom 19.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Demons you control have menace, lifelink, and haste. Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.

    Arno Dorian #139 Legendary Creature — Human Assassin

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Assassin
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Deathtouch Disguise

    Rules

  • A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent you control face up by paying its disguise cost.
  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren’t affected unless the new characteristics of the object change the legality of those targets or attachments.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn’t use the stack and can’t be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can’t look at face-down permanents or spells you don’t control unless an effect instructs or allows you to do so.
  • Because face-down creatures don’t have a name, they can’t have the same name as any other creature, even another face-down creature.
  • Because the permanent is on the battlefield both before and after it’s turned face up, turning a permanent face up doesn’t cause any enters-the-battlefield abilities to trigger.
  • If a face-down creature loses its abilities, it can’t be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
  • If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
  • If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it’s an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won’t trigger, because even though you revealed the card, it never turned face up.
  • The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn’t have or change the characteristics it does have.
  • The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
  • Turning a permanent face up or face down doesn’t change whether that permanent is tapped or untapped.
  • You must ensure that your face-down spells and permanents can be easily differentiated from each other. You’re not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.05 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Deathtouch Other Assassins you control get +2/+0. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)

    Astrologian's Planisphere #46 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.11 USD / 2.85 USD
    Cardmarket 1.93 EUR / 3.92 EUR
    Cardkingdom 1.99 USD / 4.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1counteron this creature." Diana — Equip

    Balthier and Fran #319 Legendary Creature — Human Rabbit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 4/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Rabbit
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Reach

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.94 USD / 3.47 USD
    Cardmarket 1.32 EUR / 2.88 EUR
    Cardkingdom 1.99 USD / 2.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Reach Vehicles you control get +1/+1 and have vigilance and reach. Whenever a Vehicle crewed by Balthier and Fran this turn attacks, if it's the first combat phase of the turn, you may pay . If you do, after this phase, there is an additional combat phase.

    Barbed Servitor #77 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 1/1
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Indestructible Suspect

    Rules

  • A creature can be dealt an amount of damage greater than its toughness. For example, if Barbed Servitor is dealt 3 damage, its last ability causes the target opponent to lose 3 life.
  • Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
  • If a creature is already suspected, suspecting it again won't have any effect.
  • If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
  • If your life total is brought to 0 or less at the same time that Barbed Servitor is dealt damage, you lose the game before its last ability goes on the stack.
  • There's no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn't cause other creatures to stop being suspected.
  • When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it's suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.
  • Prices

    Seller Price
    Tcgplayer 0.28 USD / 0.35 USD
    Cardmarket 0.15 EUR / 0.44 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.19 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Indestructible When this creature enters, suspect it. (It has menace and can't block.) Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life. Whenever this creature is dealt damage, target opponent loses that much life.

    Basic Conjuration #315 Sorcery — Lesson

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
  • Lesson
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • Although you may want to include Lessons in your sideboard if you’re playing with cards that instruct you to learn, Lesson cards can be included in your main deck like other instant or sorcery cards.
  • Lesson is a spell subtype found on some instant and sorcery cards in the Strixhaven set. The Lesson subtype has no special rules associated with it.
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.39 USD
    Cardmarket 0.2 EUR / 0.33 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.1 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You gain 3 life.

    Black Mage's Rod #90 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.13 USD / 0.29 USD
    Cardmarket 0.29 EUR / 0.7 EUR
    Cardkingdom 0.35 USD / 0.79 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types. Equip

    Blazing Rootwalla #115 Creature — Lizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Lizard
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Madness

    Rules

  • A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
  • A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
  • Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
  • Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
  • If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
  • If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
  • If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
  • Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
  • Prices

    Seller Price
    Tcgplayer 0.14 USD / 0.31 USD
    Cardmarket 0.19 EUR / 0.36 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    : This creature gets +2/+0 until end of turn. Activate only once each turn. Madness (If youdiscardthis card,discardit into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Bleeding Effect #232 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If one of the creature cards in your graveyard has one or more variants of the listed keywords (for example, hexproof from white), creatures you control gain those specific variants.
  • The set of creatures affected by Bleeding Effect’s ability and how they are affected is determined as the ability resolves. Creatures you begin to control later in the turn won’t gain any abilities, and the abilities gained won’t change if creature cards enter or leave your graveyard after the ability has resolved.
  • Prices

    Seller Price
    Tcgplayer 1.08 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    At the beginning of combat on your turn, creatures you control gain flying until end of turn if a creature card in your graveyard has flying. The same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.

    Blex, Vexing Pest (Blex, Vexing Pest // Search for Blex) #148s Legendary Creature — Pest

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Pest
  • Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:

    Rules

  • If a creature is more than one of the creature types Blex cares about, it may haunt your dreams, but it will get the +1/+1 bonus only once.
  • While resolving Search for Blex, you may put any number of the cards into your hand, even if you don’t have enough life to cover it. We’ll assume you have a plan that’s better than “and then I’ll lose the game.”
  • Prices

    Seller Price
    Tcgplayer 3.99 USD
    Cardmarket 2.47 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Other Pests, Bats, Insects, Snakes, and Spiders you control get +1/+1. When Blex dies, you gain 4 life.

    Search for Blex (Blex, Vexing Pest // Search for Blex) #148s Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Modal Dfc
    Rank:
    Saltiness:

    Rules

  • If a creature is more than one of the creature types Blex cares about, it may haunt your dreams, but it will get the +1/+1 bonus only once.
  • While resolving Search for Blex, you may put any number of the cards into your hand, even if you don’t have enough life to cover it. We’ll assume you have a plan that’s better than “and then I’ll lose the game.”
  • Prices

    Seller Price
    Tcgplayer 3.99 USD
    Cardmarket 2.47 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Look at the top five cards of your library. You may put any number of them into your hand and the rest into your graveyard. You lose 3 life for each card you put into your hand this way.

    Byway Barterer #129p Creature — Raccoon Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Raccoon
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace

    Rules

  • A permanent with an ability that triggers whenever you “expend N” will see mana you spent to cast spells the turn it enters, including mana you spent before it entered. For example, if you cast Junkblade Bruiser (a creature with a mana value of 5 and an ability that triggers whenever you expend 4) by paying its full cost of five mana, you’ll already have spent four mana on spells before Junkblade Bruiser enters, and therefore its ability that triggers whenever you expend 4 won’t be able to trigger at all that turn.
  • Abilities that trigger whenever you “expend N” only trigger when you reach that specific amount of mana spent on casting spells that turn. This can only happen once per turn. For example, if you’ve spent three mana on spells so far this turn and you control a permanent with an ability that triggers “whenever you expend 4,” that ability will trigger the next time you spend at least one mana to cast a spell this turn. It won’t trigger again if you spend another four mana to cast spells later in the turn.
  • If the cost to cast a spell is increased, decreased, or changed because of additional or alternative costs, expend counts only the mana you actually spent.
  • You may choose to discard your hand even if your hand contains zero cards.
  • Prices

    Seller Price
    Tcgplayer 0.39 USD / 0.52 USD
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.36 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Menace Whenever you expend 4, you maydiscardyour hand. If you do, draw two cards. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)

    Cabal Coffers #31471 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The mana ability of Cabal Coffers counts each land you control with the subtype Swamp, not just ones named Swamp.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , : Add for each Swamp you control.

    Cactuar #177 Creature — Plant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Plant
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Trample

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.26 USD
    Cardmarket 0.15 EUR / 0.26 EUR
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Trample At the beginning of your end step, if this creature didn't enter the battlefield this turn, return it to its owner's hand.

    Calibrated Blast #91289 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Flashback

    Rules

  • A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • Calibrated Blast goes on the stack without a target. When you reveal a nonland card during its resolution, its reflexive triggered ability triggers and you pick a target to be dealt damage. You'll know the mana value of the revealed nonland card and how much damage will be dealt.
  • The nonland card revealed this way ends up on the bottom of the library with the other cards.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback 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 using flashback even if it was somehow put into your graveyard without having been cast.
  • You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
  • “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.”
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Reveal cards from the top of your library until you reveal a nonland card. Put the revealed cards on the bottom of your library in a random order. When you reveal a nonland card this way, Calibrated Blast deals damage equal to that card's mana value to any target. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Captain Howler, Sea Scourge #194 Legendary Creature — Shark Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 5/4
    Types:
  • Creature
  • SubTypes:
  • Shark
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Ward

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.2 USD / 0.32 USD
    Cardmarket 0.21 EUR / 0.35 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.24 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Ward—, Pay 2 life. Whenever youdiscardone or more cards, target creature gets +2/+0 until end of turn for each card discarded this way. Whenever that creature deals combat damage to a player this turn, you draw a card.

    Captain Lannery Storm #509 Legendary Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Haste

    Rules

  • Captain Lannery Storm's last ability triggers whenever you sacrifice a Treasure for any reason, not just to activate a Treasure's mana ability.
  • If you sacrifice Treasures to cast Captain Lannery Storm, its last ability won't trigger for those Treasures.
  • You can activate the mana ability of a Treasure even if you have nothing to spend that mana on.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD
    Cardmarket 0.28 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.14 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.") Whenever yousacrificea Treasure, Captain Lannery Storm gets +1/+0 until end of turn.

    Celestial Armor #364 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Equip Flash

    Rules

  • Attaching Celestial Armor to a creature that has already been blocked won't cause it to become unblocked, even if one or more of the blocking creatures don't have flying or reach.
  • If a creature gains hexproof in response to a spell or ability controlled by an opponent that only targets that creature, then when that spell or ability tries to resolve, all of its targets will be illegal. As a result, that spell or ability won't resolve and none of its effects will happen.
  • Prices

    Seller Price
    Tcgplayer 15.2 USD
    Cardmarket 10.86 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    A Realm Reborn Enchantment Normal - ~$1.7

    Abyssal Harvester Creature — Demon Warlock Normal - ~$1.43

    Academy Elite Creature — Human Wizard Normal - ~$0.27

    Academy Manufactor Artifact Creature — Assembly-Worker Normal - ~$2.87

    Accomplished Alchemist Creature — Elf Druid Normal - ~$1.15

    Adéwalé, Breaker of Chains Legendary Creature — Human Assassin Pirate Normal - ~$0.21

    Aetherflux Conduit Artifact Normal - ~$0.43

    Aetheric Amplifier Artifact Normal - ~$1.4

    Aeve, Progenitor Ooze Legendary Creature — Ooze Normal - ~$0.48

    Afterburner Expert Creature — Goblin Artificer Normal - ~$2.09

    Ambling Stormshell Creature — Turtle Normal - ~$0.95

    Arbaaz Mir Legendary Creature — Human Assassin Normal - ~$0.23

    Archangel of Wrath Creature — Angel Normal - ~$0.54

    Archmage of Runes Creature — Giant Wizard Normal - ~$2.31

    Archon of Cruelty Creature — Archon Normal - ~$9.06

    Ardyn, the Usurper Legendary Creature — Elder Human Noble Normal - ~$18.18

    Arno Dorian Legendary Creature — Human Assassin Normal - ~$0.22

    Astrologian's Planisphere Artifact — Equipment Normal - ~$2.8

    Balthier and Fran Legendary Creature — Human Rabbit Normal - ~$2.43

    Barbed Servitor Artifact Creature — Construct Normal - ~$0.32

    Basic Conjuration Sorcery — Lesson Normal - ~$0.31

    Black Mage's Rod Artifact — Equipment Normal - ~$0.43

    Blazing Rootwalla Creature — Lizard Normal - ~$0.26

    Bleeding Effect Enchantment Normal - ~$1.08

    Blex, Vexing Pest Legendary Creature — Pest Modal_dfc - ~$3.23

    Byway Barterer Creature — Raccoon Rogue Normal - ~$0.45

    Cabal Coffers Land Normal

    Cactuar Creature — Plant Normal - ~$0.28

    Calibrated Blast Instant Normal

    Captain Howler, Sea Scourge Legendary Creature — Shark Pirate Normal - ~$0.33

    Captain Lannery Storm Legendary Creature — Human Pirate Normal - ~$0.27

    Celestial Armor Artifact — Equipment Normal - ~$13.03

    Showing 1 to 32 of 313 entries, in 10 pages
    Commander Clash Podcast 210: Top Commanders From Edge of Eternities The top Commanders from Edge of Eternities!
    Single Scoop: Oh No, Who Let The Lobster Man Cook? Ragost, Deft Gastronaught is cooking and we're going to try to fling fie...
    Podcast 546: Can Spider-Man Outsell Final Fantasy? The crew talks Edge of Eternities prerelease, Hasbro's Q2 earnings and s...
    Budget Magic: $35 Kavu Warp (Standard) Edge of Eternities is here. Let's warp some Kavu!