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Foundations is perhaps the most importantMagic: The Gatheringset since its debut.
Here is every card in MTG’s Foundations set, as they’re revealed.
Foundations Jumpstartis considered its own set that isn’t Standard-legal, but is launching alongside Foundations.
Reveals for that set are available in a different roundup.
This is a behemoth of a set, and so far all of it has been great.
With today being the final day of previews, perhaps we’ll get a few more surprises?
Then exile all other Nightmare tokens you control.
(Any amount of damage they deal to a creature is enough to destroy it.)
Diregraf Ghoul
One black creature - Zombie - 2/2 - Uncommon
This creature enters tapped.
Exile target creature or planeswalker.
(Each deals damage equal to its power to the other.)
Boltwave
One red sorcery - Uncommon
Boltwave deals 3 damage to each opponent.
Landfall -Whenever a land you control enters, create a 1/1 green Elf Warrior creature token.
Tap: Add one red or one green.
Whenever Lathril deals combat damage to a player, create that many 1/1 green Elf Warrior creature tokens.
Kiora, The Rising Tide by Magali Villeneuve
Tap, tap ten untapped Elves you control: Each opponent loses 10 life and you gain 10 life.
Activate only as a sorcery.
Heraldic Banner
Three generic artifact - Uncommon
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+0.
Tap: Add one mana of the chosen color.
Secluded Courtyard
Land - Uncommon
As this land enters, choose a creature key in.
Tap: Add one colorless
Tap: Add one mana of any color.
-3: Target creature gains flying and double strike until end of turn.
-8: Create X 2/2 white Cat creature tokens, where X is your life total.
Angelic Edict
Four generic, one white sorcery - Common
Exile target creature or enchantment.
This creature gets +2/+2 as long as you have 25 or more life.
When enchanted creature dies, return Angelic Destiny to its owner’s hand.
Whenever Arahbo or another nontoken Cat you control enters, create a 1/1 white Cat creature token.
Whenever you attack with three or more creatures, put a +1/+1 counter on target creature you control.
One white enchantment - Rare
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
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 three generic, one white(three generic, one white: Attach to target creature you control.
Equip only as a sorcery.)
- Exile another target creature you own.
Return it to the battlefield at the beginning of the next end step.
Creatures you control get +2/+2 until end of turn.
(you’re able to’t be the target of spells or abilities your opponents control.)
Prevent all noncombat damage that would be dealt to other creatures you control.
Day of Judgment
Destroy all creatures.
(Look at the top card of your library.
You may put that card on the bottom.)
Dawnwing Marshal
Four generic, one white: Creatures you control get +1/+1 until end of turn.
Disenchant
One generic, one white instant - Common
Destroy target artifact or enchantment.
Divine Resilience
One white instant - Uncommon
Kicker two generic, one white.
(You may pay an additional two generic, one white when casting this spell.)
Target creature you control gains indestructible until end of turn.
(Damage and effects that say destroy dont destroy them.)
Elpseth’s Smite
Elspeth’s Smite deals 3 damage to target attacking or blocking creature.
If that creature would die this turn, exile it instead.
Whenever you put one or more +1/+1 counters on this creature, draw a card.
This ability triggers only once each turn.
- Put a +1/+1 counter on each creature you control.
Those creatures gain vigilance until end of turn.
If you do, return this card from your graveyard to the battlefield.
When this creature enters, put a +1/+1 counter on each of up to two target creatures you control.
Fumigate
Three generic, two white sorcery - Rare
Destroy all creatures.
You gain 1 life for each creature destroyed this way.
Tap: Add one white.
Spend this mana only to cast an Angel spell.
When this creature enters, create two 3/3 white Knight creature tokens.
A deck can have any number of cards named Hare Apparent.
If that creature is a Cat, it gains first strike until end of turn.
Joust Through
Joust Through deals 3 damage to target attacking or blocking creature.
You gain 1 life.
This creature gets +1/+0 as long as any player controls a black permanent.
(Damage and effects that say “destroy” don’t destroy them.)
If you do, draw a card.
Moment Of Triumph
One white instant - Common
Target creature gets +2/+2 until end of turn.
You gain 2 life.
Pacifism
One generic, one white enchantment - Aura - Common
Enchanted creature can’t attack or block.
(Damage dealt by those creatures also causes you to gain that much life.)
Release the Dogs
Three generic, one white sorcery - Uncommon
Create four 1/1 white Dog creature tokens.
Stroke Of Midnight
Destroy target nonland permanent.
Its controller creates a 1/1 white Human creature token.
Lifelink(Damage dealt by this creature causes you to gain that much life.)
It has flying and is an Angel in addition to its other types.
Other white creatures you control get +1/+1.
An Offer you might’t Refuse
One blue instant - Uncommon
Counter target noncreature spell.
Its controller creates two Treasure tokens.
Two generic, two blue: Return Arcanis to its owner’s hand.
Whenever you cast an instant or sorcery spell, draw a card.
Confiscate
Four generic, two blue enchantment - Aura - Uncommon
Enchant permanent
You control enchanted permanent.
Chart a Course
One generic, one blue sorcery - Uncommon
Uncommon
Draw two cards.
Then discard a card unless you attacked this turn.
(Its an artifact with Tap, Sacrifice this token: Add one mana of any color.)
Other Pirates you control get +1/+1.
An opponent chooses one of those piles.
Put that pile into your hand and the other into your graveyard.
Threshold- This creature can’t be blocked as long as there are seven or more cards in your graveyard.
Destiny Manager (TBC)
This spell can’t be countered.
An opponent chooses one of the piles.
Put the chosen pile into your hand and the other into your graveyard.
(It can’t be the target of spells or abilities your opponents control.)
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Essence Scatter
One generic, one blue instant - Uncommon
Counter target creature spell.
Faebloom Trick
Two generic, one blue instant - Uncommon
Create two 1/1 blue Faerie creature tokens with flying.
Ajani, Caller of the Pride by Victor Adame Minguez
When you do, tap target creature an opponent controls.
Finale of Revelation
X generic, two blue sorcery - Mythic Rare
Draw X cards.
Exile Finale of Revelation.
Flashfreeze
One generic, one blue instant - Common
Counter target red or green spell.
Whenever this creature deals combat damage to a player, draw a card.
(If a permanent with a stun counter would become untapped, remove one from it instead.)
(You may cast it any time you could cast an instant.)
When this creature enters, you may return target tapped creature an opponent controls to its owner’s hand.
Flashback five generic, two blue(You may cast this card from your graveyard for its flashback cost.
Then exile it.)
+1: Up to one target creature you control cant be blocked this turn.
Draw a card, then discard a card.
-2: Create a 2/1 blue Ninja creature token.
When this creature enters, surveil 2.
Then exile it.)
Negate
Counter target noncreature spell.
Refute
One generic, two blue instant - Common
Counter target spell.
Draw a card, then discard a card.
Create a token that’s a copy of target creature.
If this spell was kicked, create five of those tokens instead.
(Look at the top card of your library.
You may put it into your graveyard.)
Whenever this creature attacks, target instant or sorcery card in your graveyard gains flashback until end of turn.
The flashback cost is equal to that cards mana cost.
(You may cast that card from your graveyard for its flashback cost.
Then exile it.)
Instant and sorcery spells you control can’t be countered.
Flashback three generic, one blue(You may cast this card from your graveyard for its flashback cost.
Then exile it.)
One generic, one blue, tap: Draw a card, then discard a card.
You may choose new targets for the copy.
Think Twice
Draw a card.
Then exile it.)
Time Stop
Four generic, two blue instant - Rare
End the turn.
(Exile all spells and abilities, including this spell.
The player whose turn it is discards down to their maximum hand size.
Damage heals and “this turn” and “until end of turn” effects end.)
Unsummon
Return target creature to its owner’s hand.
When this creature enters, counter target artifact or creature spell.
(It loses all other colors, card types, creature types, and names.)
Black
White had Cats, but Black has Vampires.
Blood sucking, life-draining Vampires backed up by creature removal and sacrifice outlets.
When this creature enters, each opponent discards a card and loses 2 life.
You draw a card and gain 2 life.
(Put the top three cards of your library into your graveyard.)
Threshold- This creature gets +2/+1 as long as there are seven or more cards in your graveyard.
(Damage causes loss of life.)
Each player sacrifices thirteen creatures of their choice.
Whenever a Vampire you control died, you may pay 2 life.
If you do, draw a card.
Deathmark
One black sorcery - Uncommon
Destroy target green or white creature.
Target opponent discards two cards.
Draw two cards.
You lose the game.
If a player does, tap this creature and put a +1/+1 counter on it.
Dread Summons
X generic, two black sorcery - Rare
Each player mills X cards.
(To mill a card, a player puts the top card of their library into their graveyard.)
Duress
Target opponent reveals their hand.
You choose a noncreature, nonland card from it.
That player discards that card.
Exsanguinate
Each opponent loses X life.
You gain life equal to the life lost this way.
Feed the Swarm
One generic, one black sorcery - Common
Destroy target creature or enchantment an opponent controls.
You lose life equal to that permanent’s mana value.
When this creature enters, if it was kicked, target player sacrifices a creature of their choice.
You may put one of those cards back on top of your library.
Put the rest into the graveyard.
Hero’s Downfall
One generic, two black instant - Uncommon
Destroy target creature or planeswalker.
If you do, put a +1/+1 counter on this creature.
Whenever another nontoken creature dies, draw a card.
If you do, target player loses 2 life and you gain 2 life.
This creature gets +1/+0 as long as any player controls a white permanent.
+1: Create a 2/2 black Zombie creature token.
-4: Each player sacrifices two creatures of their choice.
-9: Each opponent chooses a permanent they control of each permanent bang out and sacrifices the rest.
Whenever a creature an opponent controls dies, that player loses 2 life.
Moment Of Craving
One generic, one black instant - Common
Target creature gets -2/-2 until end of turn.
You gain 2 life.
Myojin of Night’s Reach has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Night’s Reach: Each opponent discards their hand.
Lifelink
Menace(this creature can’t be blocked except by two or more creatures.)
Offer Immortality
Target creature gains deathtouch and indestructible until end of turn.
(Damage and effects that say “destroy” don’t destroy it.)
Flashback two generic, two black(You may cast this card from your graveyard for its flashback cost.
Then exile it.)
Return up to two target creature cards from your graveyard to your hand.
Seeker’s Folly
Two generic, one black sorcery - Uncommon
Choose one
Target opponent discards two cards.
Creatures your opponents control get -1/-1 until end of turn.
Stab
One black instant - Common
Target creature gets -2/-2 until end of turn.
Three generic, one black, Tap: Each opponent discards a card.
Activate only as a sorcery.
If a creature died this turn, that creature gets -13/-13 instead.
Tribute to Hunger
Two generic, one black instant - Uncommon
Target opponent sacrifices a creature of their choice.
You gain life equal to that creatures toughness.
Untamed Hunger
Two generic, one black enchantment - Aura - Common
Enchanted creature gets +2/+1 and has menace.
(It can’t be blocked except by two or more creatures.)
If you do, draw a card and that creature can’t be blocked this turn.
Wishclaw Talisman
One generic, one black artifact - Rare
This artifact enters with three wish counters on it.
An opponent gains control of this artifact.
Activate only during your turn.
Zombify
Three generic, one black sorcery - Uncommon
Return target creature card from your graveyard to the battlefield.
Tap: You may cast target Zombie creature card from your graveyard this turn.
Red
Red likes to go fast and has never heard of the phrase ‘long-term planning’.
At the beginning of the end step, sacrifice this creature.
(It cant be blocked except by two or more creatures.)
(Its an artifact with Tap, Sacrifice this token: Add one mana of any color.)
Change the target of target spell or ability with a single target.
Bulk Up
Double target creature’s power until end of turn.
Then exile it.)
Burst Lightning deals 2 damage to any target.
If this spell was kicked, it deals 4 damage instead.
Exile the top three cards of your library.
You may play that card this turn.
4: Chandra deals 8 damage divided as you choose among any number of target creatures and/or planeswalkers.
Crash Through
One red sorcery - Common
Creatures you control gain trample until end of turn.
(Each of those creatures can deal excess combat damage to the player or planeswalker its attacking.)
Flashback two generic, two red (You may cast this card from your graveyard for its flashback cost.
Then exile it.)
One red, Sacrifice this creature: It deals damage equal to its power to target creature or planeswalker.
Players cant gain life.
(It can attack and Tap as soon as it comes under your control.)
Goblin Negotiation
X generic, two red sorcery - Uncommon
Goblin Negotiation deals X damage to target creature.
Harmless Offering
Target opponent gains control of target permanent you control.
When this creature dies, you may put the exiled card into its owners hand.
You may play that card this turn.
One generic, one red: Dragons you control get +1/+0 until end of turn.
If that creature or planeswalker would die this turn, exile it instead.
At the beginning of your upkeep, you may sacrifice another creature.
If you do, put a +1/+1 counter on this creature and exile the top card of your library.
You may play that card this turn.
Choose one of them.
Until the end of your next turn, you may play that card.
Morbid- At the beginning of each end step, if a creature died this turn, untap this creature.
Stromkirk Noble
One red creature - Vampire Noble - 1/1 - Rare
This creature cant be blocked by Humans.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Whenever an opponent casts a spell, you may put a +1/+1 counter on this creature.
When this creature enters, creatures you control gain double strike until end of turn.
Other creatures you control have trample.
Target creature you control fights target creature you dont control.
(Each deals damage equal to its power to the other.)
Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.
(Its an artifact with two generic, tap, sacrifice this token: You gain 3 life.)
Felling Blow
Two generic, one green sorcery - Uncommon
Put a +1/+1 counter on target creature you control.
Then that creature deals damage equal to its power to target creature an opponent controls.
(A player with ten or more poison counters loses the game.)
Creatures you control have trample.
(Each of those creatures can deal excess combat damage to the player or planeswalker it’s attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Giant Growth
One green instant - Common
Target creature gets +3/+3 until end of turn.
Genesis Wave
X, three green sorcery - Rare
Reveal the top X cards of your library.
Then put all cards revealed this way that werent put onto the battlefield into your graveyard.
Two generic, two green: Put X +1/+1 counters on this creature, where X is its power.
One green, Tap: Create a 1/1 green Elf Warrior creature token.
Those creatures gain indestructible until end of turn.
(Damage and effects that say “destroy” don’t destroy them.)
(It must survive to get the counters.)
Llanowar Elves
One green creature - Elf Druid - 1/1 - Common
Tap: Add one green mana.
Four generic, two green, Tap: Look at the top six cards of your library.
Put the rest on the bottom in a random order.
Landfall -Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Put two +1/+1 counters on it and you draw a card.
Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
(Each of those creatures can deal excess combat damage to the player or planeswalker it’s attacking.)
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall Whenever a land you control enters, you gain 3 life.
Then it fights up to one target creature you dont control.
(Each deals damage equal to its power to the other.)
Whenever this creature attacks, put a +1/+1 counter on it.
Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
When this creature dies, draw a card.
If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
Put that card in your hand and the rest on the bottom of your library in a random order.
Create a 3/3 green Raccoon creature token if you control a creature with power 4 or greater.
(It can attack and Tap no matter when it came under your control.)
You may reveal a creature or land card from among them and put it into your hand.
Put the rest on the bottom of your library in a random order.
-3: Destroy target artifact, enchantment, or creature with flying.
Whenever another non-Human creature you control enters, you may pay X.
When you do, put X +1/+1 counters on this creature.
With cards like Progenitus, we’re even getting hints of advanced mechanics like protection.
Whenever you gain life, draw a card.
Return that card to the battlefield under its owner’s control at the beginning of the next end step.
Create a 1/1 white Spirit creature token with flying.
Otherwise, Garna deals 1 damage to each opponent.
Sacrifice another creature: This creature gains indestructible until end of turn.
That creature gains haste until end of turn.
Until end of turn, you dont lose this mana as steps and phases end.
Anthem of Champions
One green, one white enchantment - Rare
Creatures you control get +1/+1.
One generic, one white, one black, Sacrifice another creature: Exile target nonland permanent.
Activate only if you have at least 10 life more than your starting life total.
Mortify
One generic, one white, one black instant - Uncommon
Destroy target creature or enchantment.
Whenever a source you control deals noncombat damage to an opponent, you draw that many cards.
They gain haste until end of turn.
You may choose new targets for the copies.
After this phase, there is an additional combat phase.
Permanents you control gain indestructible until end of turn.
Target creature gains double strike until end of turn.
Heroic Reinforcements
Two generic, one red, one white sorcery - Uncommon
Create two 1/1 Soldier creature tokens.
Until end of turn, creatures you control get +1/+1 and gain haste.
(They can attack and tap this turn.)
Whenever Koma deals combat damage to a player, create four 3/3 blue Serpent creature tokens named Komas Coil.
When Prime Speaker Zegana enters, draw cards equal to its power.
(If a card has multiple permanent types, choose one as you play it.)
Colorless
Darksteel Colossus being legal in Standard for at least five years is a terrifying thought.
This creature is the chosen punch in in addition to its other types.
Other creatures you control of the chosen jot down get +1/+1.
Equip one generic(one generic: Attach to target creature you control.
Equip only as a sorcery.)
Banner of Kinship
Five generic artifact - Rare
As this artifact enters, choose a creature key in.
This artifact enters with a fellowship counter on it for each creature you control of the chosen bang out.
Creatures you control of the chosen key in get +1/+1 for each fellowship counter on this artifact.
Basilisk Collar
One generic artifact - Equipment - Rare
Equipped creature has deathtouch and lifelink.
(Any amount of damage it deals to a creature is enough to destroy it.
Equip only as a sorcery.)
Cultivators Caravan
Three generic artifact - Vehicle - 5/5 - Rare
Tap: Add one mana of any color.
Whenever you cast a spell of the chosen color, you gain 1 life.
Feldons Cane
One generic artifact - Uncommon
Tap, exile this artifact: Shuffle your graveyard into your library.
Fireshrieker
Three generic artifact - Equipment - Uncommon
Equipped creature has double strike.
(It deals both first-strike and regular combat damage.)
Equip two generic(Two generic: Attach to target creature you control.
Equip only as a sorcery.)
Whenever the equipped creature becomes untapped, remove a bait counter from this Equipment.
If you do, create a 1/1 blue Fish creature token.
Equiptwo generic (Two generic: Attach this to target creature you control.
Equip only as a sorcery.)
This creature cant be blocked by creatures with power two or less.
Gilded Lotus
Tap: Add three mana of any one color.
Hedron Archive
Four generic artifact - Uncommon
Tap: Add two colorless.
Two generic, Tap, sacrifice this artifact: Draw two cards.
Juggernaut
Four generic artifact creature - Juggernaut - 5/3 - Uncommon
This creature can’t be blocked by walls.
Equipped creature gets +1/+1 and has double strike and trample.
Equip three generic (Three generic: Attach to target creature you control.
Equip only as a sorcery.)
Mazemind Tome
Two generic artifact - Rare
Tap, put a page counter on this artifact: Scry one.
(Look at the top card of your library.
You may put that card on the bottom.)
Two generic, Tap, Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it.
If you do, you gain four life.
Equipped creature gets +2/+1.
Equip: two generic(Two generic: Attach to target creature you control.
Equip only as a sorcery.)
Pyromancer’s Goggles
Five generic legendary artifact - Mythic Rare
Tap: Add one red mana.
(It deals combat damage before creatures without first strike.)
Activate only once each turn.
Whenever an opponent draws a card, that player loses 1 life.
Omniscience by Dominik Mayer
Sorcerous Spyglass
As this artifact enters, look at an opponent’s hand, then choose any card name.
Activated abilities of sources with the chosen name can’t be activated unless they’re mana abilities.
Soul-Guide Lantern
When this artifact enters, exile target card from a graveyard.
Tap, Sacrifice this artifact: Exile each opponent’s graveyard.
One generic, Tap, Sacrifice this artifact: Draw a card.
Activate only once each turn.
Swiftfoot Boots
Two generic artifact - Equipment - Uncommon
Equipped creature has hexproof and haste.
(It can’t be the target of spells or abilities your opponents control.
It can attack and tap no matter when it came under your control.)
Equip one generic(One generic: Attach to target creature you control.
Equip only as a sorcery.)
One generic: Add one mana of any color.
Activate only once each turn.
Lands
Azorius Guildgate
Land - Gate - Common
This land enters tapped.
Tap: Add one white or one blue.
Bloodfell Caves
Land - Common
When this land enters, you gain 1 life.
Tap: Add one black or one red.
Boros Guildgate
Tap: Add one red or one white.
Blossoming Sands
Tap: Add one green or one white.
Crawling Barrens
Land - Rare
Tap: Add one colorless.
Four generic: Put two +1/+1 counters on this land.
Then you may have it become a 0/0 Elemental creature until end of turn.
Its still a land.
Cryptic Caves
One generic, tap, sacrifice this land: Draw a card.
Activate only if you control five or more lands.
Command Tower
Tap: Add one mana of any color in your commanders color identity.
Dismal Backwater
Tap: Add one blue or one black.
Demolition Field
Two generic, tap, sacrifice this land: Destroy target nonbasic land an opponent controls.
You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Golgari Guildgate
Tap: Add one black or one green.
Gruul Guildgate
Izzet Guildgate
Tap: Add one blue or one red.
If you control ten or more Gates with different names, you win the game.
Orzhov Guildgate
Tap: Add one white or one black.
Rakdos Guildgate
Rogue’s Passage
Four generic, tap: Target creature can’t be blocked this turn.
It’s still a land.
Swiftwater Cliffs
Temple of Abandon
Land
When this land enters, scry 1.
(Look at the top card of your library.
You may put that card on the bottom.)
(Look at the top card of your library.
You may put that card on the bottom.
)Tap: Add one black or one red.
Temple of Mystery
Tap: Add one green or one blue.
Temple of Plenty
Temple of Silence
Temple of Triumph
Tap, Add one red or one white.
Thornwood Falls
Tranquil Cove
Uncharted Haven
Uncharted Haven enters tapped.
As it enters, choose a color.
Its controller gains life equal to its toughness.
If two nonland cards that share a color were milled this way, repeat this process.
Five generic, one blue: Draw a card, then discard a card.
Temporal Manipulation
Three generic, two blue sorcery - Mythic Rare
Take an extra turn after this one.
You lose 3 life.
When Embercleave enters, attach it to target creature you control.
Equip: three generic.
Activate only as a sorcery.
Promo Cards
These cards are exclusive versions you’re free to only find in specific places.
When this creature dies, you may draw a card.
Sol Ring
Tap: Add two colorless mana.
Taking on the role of a Planeswalker, players build decks of cards and do battle with other players.
Nine-Lives Familiar by Xabi Gaztelua
Shivan Dragon by Donato Giancola
Elvish Archdruid by Karl Kopinski
Anthem of Champions by Chris Rallis
Juggernaut by Kev Walker
Embercleave by Wylie Beckert
Gingantosaurus by Loic Canavaggia
Sol Ring by Mike Bierek
Created by Richard Garfield in 1993, Magic: The Gathering (MTG) has become one of the biggest tabletop collectible card games in the world. Taking on the role of a Planeswalker, players build decks of cards and do battle with other players. In excess of 100 additional sets have added new cards to the library, while the brand has expanded into video games, comics, and more.