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The Mindskinner can't be blocked.
If a source you control would deal damage to an opponent, prevent that damage and each opponent mills that many cards.
When this creature enters, each opponent mills two cards. Then you scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
Instant and sorcery spells you cast cost {1} less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
Defender
{1}{U}, {T}: Target player mills X cards, where X is the number of creatures you control with defender. (To mill a card, a player puts the top card of their library into their graveyard.)
When this creature enters, each opponent mills three cards.
Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
{T}: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
{5}{U}, {T}: Target player mills three cards. (They put the top three cards of their library into their graveyard.)
Flying
This creature can't attack unless defending player has seven or more cards in their graveyard.
This creature can't block unless you have four or more cards in hand.
{T}: Each player mills a card.
Defender (This creature can't attack.)
When this creature enters, target player mills four cards. (They put the top four cards of their library into their graveyard.)
Defender
{U}: This creature loses defender and gains "This creature can't be blocked."
{2}{U}: This creature becomes blue and has base power and toughness 5/4. Activate only if this creature doesn't have defender.
{4}{U}{U}: Draw three cards. Activate only if this creature is blue and only once.
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
This creature can't attack or block unless an opponent has eight or more cards in their graveyard.
{2}, {T}: Target player mills two cards. (They put the top two cards of their library into their graveyard.)
Spells can't be countered.
As long as it's your turn, each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
Flying
Whenever you attack with one or more creatures, target player mills that many cards. (To mill a card, a player puts the top card of their library into their graveyard.)
{2}{U}: Put this card from your graveyard into your library second from the top.
Whenever this creature attacks, defending player mills half their library, rounded up.
Unearth {1}{U}{U}{U} ({1}{U}{U}{U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Players have no maximum hand size.
{X}{X}, {T}: Each player draws X cards.
{2}{U}, {T}: Each opponent mills cards equal to the number of cards in their hand.
Whenever equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Equip {2}{U}
{2}, {T}: Target opponent mills three cards. Put a land card from their graveyard onto the battlefield tapped under your control. It gains "If this land would leave the battlefield, exile it instead of putting it anywhere else."
{10}, {T}, Sacrifice Realmbreaker: Search your library for any number of Praetor cards, put them onto the battlefield, then shuffle.
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost.
II — Target player mills four cards.
III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
When this enchantment enters, draw a card, then discard a card.
Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
Foretell {U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Tap target creature. Its controller mills two cards. That creature doesn't untap during its controller's next untap step. (They put the top two cards of their library into their graveyard.)
Draw a card.
Target player mills four cards.
Escape—{3}{U}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Target player mills half their library, rounded down.
Take an extra turn after this one. If this spell was foretold, create two 1/1 blue Bird creature tokens with flying. Exile Alrund's Epiphany.
Foretell {5}{U}{U}
You can't cast Jace Reawakened during your first, second, or third turns of the game.
+1: Draw a card, then discard a card.
+1: You may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted.
−6: Until end of turn, whenever you cast a spell, copy it. You may choose new targets for the copy.
Kicker {2}
When Jace enters, if Jace was kicked, create a token that's a copy of Jace, except it's not legendary and its starting loyalty is 1.
+1: Scry 2.
0: Draw a card and reveal it. Remove a number of loyalty counters equal to that card's mana value from Jace.
If you would draw a card while your library has no cards in it, you win the game instead.
+1: Target player mills two cards. Draw a card.
−8: Draw seven cards. Then if your library has no cards in it, you win the game.
If you control two or more other lands, this land enters tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)
{T}: Add {C}.
{T}, Pay 1 life: Add {U}.
{1}{U}, {T}, Sacrifice a Desert: Target player mills four cards. (They put the top four cards of their library into their graveyard.)
{T}: Add {U}.
Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.