| Название | Атрибуты | Цена | Союз | |
Aberrant Mind Sorcerer
Psionic Spells — When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.
1—9 | You may put that card on top of your library.
10—20 | Return that card to your hand.
|
4
Aberrant Mind Sorcerer
Чародейка Отклоняющегося Разума |
NM
|
15 | |
Abiding Grace
At the beginning of your end step, choose one —
• You gain 1 life.
• Return target creature card with mana value 1 from your graveyard to the battlefield.
|
2
Неизменная Милость |
NM
|
8 | |
Abigale, Eloquent First-Year
Flying, first strike, lifelink
When Abigale enters, up to one other target creature loses all abilities. Put a flying counter, a first strike counter, and a lifelink counter on that creature.
|
|
NM
|
75 | |
Abrade
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
|
1
|
NM
|
4 | |
Abundant Countryside
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
{6}, {T}: Create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
|
|
NM
|
546 | |
Abundant Growth
Enchant land
When this Aura enters, draw a card.
Enchanted land has "{T}: Add one mana of any color."
|
|
NM
|
15 | |
Abyssal Harvester
{T}: 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.
|
1
|
NM
|
80 | |
Academy Journeymage
This spell costs {1} less to cast if you control a Wizard.
When Academy Journeymage enters the battlefield, return target creature an opponent controls to its owner's hand.
|
4
|
NM
|
4 | |
Academy Wall
Defender
Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
|
2
Стена Академии |
NM
|
3 | |
Accumulate Wisdom
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
|
1
|
NM
|
120 | |
Accursed Duneyard
{T}: Add {C}.
{2}, {T}: Regenerate target Shade, Skeleton, Specter, Spirit, Vampire, Wraith, or Zombie. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
|
|
NM
|
222 | |
Acidic Slime
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
|
3
|
NM
|
7 | |
Acquisition Octopus
Whenever Acquisition Octopus or equipped creature deals combat damage to a player, draw a card.
Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
|
2
Осьминог Приобретений |
NM
|
10 | |
Acrobatic Cheerleader
Survival — At the beginning of your second main phase, if Acrobatic Cheerleader is tapped, put a flying counter on it. This ability triggers only once.
|
1
Acrobatic Cheerleader
|
NM
|
15 | |
Adaptive Sporesinger
Vigilance
When Adaptive Sporesinger enters the battlefield, choose one—
• Target creature gets +2/+2 and gains vigilance until end of turn.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
|
2
Adaptive Sporesinger
|
NM
|
15 | |
Adept Watershaper
Other tapped creatures you control have indestructible.
|
2
|
NM
|
101 | |
Adventuring Gear
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
|
1
Adventuring Gear
|
NM
|
27 | |
Adventuring Gear
Landfall — Whenever a land you control enters, equipped creature gets +2/+2 until end of turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
|
1
|
NM
|
14 | |
Aegis Turtle
|
Aegis Turtle
|
NM
|
15 | |
Aerial Guide
Flying
Whenever Aerial Guide attacks, another target attacking creature gains flying until end of turn.
|
2
Воздушный Проводник |
NM
|
4 | |
Aerie Auxiliary
Flying
When Aerie Auxiliary enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
|
3
Aerie Auxiliary
|
NM
|
15 | |
Aeromoeba
Flying
Discard a card: Switch Aeromoeba's power and toughness until end of turn.
|
3
Aeromoeba
Аэромеба |
NM
|
15 | |
Aeronaut Cavalry
Flying
When Aeronaut Cavalry enters the battlefield, put a +1/+1 counter on another target Soldier you control.
|
4
|
NM
|
3 | |
Aeronaut's Wings
Equipped creature gets +1/+0 and has flying.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
|
2
|
NM
|
4 | |
Aether Gale
Return six target nonland permanents to their owners' hands.
|
3
|
NM
|
23 | |
Aether Revolt
Revolt — As long as a permanent you controlled left the battlefield this turn, if a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you get one or more {E}, Aether Revolt deals that much damage to any target.
|
2
|
NM
|
47 | |
Aether Spike
Choose target spell. You get {E}{E} (two energy counters), then you may pay any amount of {E}. Counter that spell unless its controller pays {1} for each {E} paid this way.
|
1
|
NM
|
15 | |
Aetherblade Agent
{4}{U/P}: Transform Aetherblade Agent. Activate only as a sorcery. ({U/P} can be paid with either {U} or 2 life.)
|
1
|
NM
|
6 | |
Aetherjacket
Flying, vigilance
{2}, {T}, Sacrifice this creature: Destroy another target artifact. Activate only as a sorcery.
|
3
Aetherjacket
|
NM
|
15 | |
Aethermage's Touch
Reveal the top four cards of your library. You may put a creature card from among them onto the battlefield. It gains "At the beginning of your end step, return this creature to its owner's hand." Then put the rest of the cards revealed this way on the bottom of your library in any order.
|
2
Aethermage's Touch
|
SP
|
15 |
#44
Aberrant Mind Sorcerer
#1
#204
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#41
#44
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#270
#44
#1
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имеют возможность указать резервную цену на аукцион. Если она не будет превышена, то по завершению аукциона заказ может быть создан только по инициативе продавца, если он примет финальное предложение.
Аукционы с установленной резервной ценой выделены красным цветом, до тех пор, пока резервная цена не достигнута.