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βŒ€
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30
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1M
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4
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stringlengths
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11 values
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stringclasses
19 values
Ana Battlemage
PLC
{2}{G}
3
Creature β€” Human Wizard
Kicker {2}{U} and/or {1}{B} (You may pay an additional {2}{U} and/or {1}{B} as you cast this spell.) When Ana Battlemage enters the battlefield, if it was kicked with its {2}{U} kicker, target player discards three cards. When Ana Battlemage enters the battlefield, if it was kicked with its {1}{B} kicker, tap target untapped creature and that creature deals damage equal to its power to its controller.
2
2
null
normal
Ana Disciple
APC
{G}
1
Creature β€” Human Wizard
{U}, {T}: Target creature gains flying until end of turn. {B}, {T}: Target creature gets -2/-0 until end of turn.
1
1
null
normal
Ana Sanctuary
APC
{2}{G}
3
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
null
null
null
normal
Anaba Ancestor
HML
{1}{R}
2
Creature β€” Minotaur Spirit
{T}: Another target Minotaur creature gets +1/+1 until end of turn.
1
1
null
normal
Anaba Bodyguard
HML
{3}{R}
4
Creature β€” Minotaur
First strike (This creature deals combat damage before creatures without first strike.)
2
3
null
normal
Anaba Shaman
HML
{3}{R}
4
Creature β€” Minotaur Shaman
{R}, {T}: Anaba Shaman deals 1 damage to any target.
2
2
null
normal
Anaba Spirit Crafter
HML
{2}{R}{R}
4
Creature β€” Minotaur Shaman
Minotaur creatures get +1/+0.
1
3
null
normal
Anaconda
POR
{3}{G}
4
Creature β€” Snake
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
3
3
null
normal
Anafenza, Kin-Tree Spirit
DTK
{W}{W}
2
Legendary Creature β€” Spirit Soldier
Whenever another nontoken creature enters the battlefield under your control, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
2
2
null
normal
Anafenza, the Foremost
KTK
{W}{B}{G}
3
Legendary Creature β€” Human Soldier
Whenever Anafenza, the Foremost attacks, put a +1/+1 counter on another target tapped creature you control. If a nontoken creature an opponent owns would die or a creature card not on the battlefield would be put into an opponent's graveyard, exile that card instead.
4
4
null
normal
Anara, Wolvid Familiar
CMR
{3}{G}
4
Legendary Creature β€” Wolf Beast
As long as it's your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
4
4
null
normal
Anarchist
EXO
{4}{R}
5
Creature β€” Human Wizard
When Anarchist enters the battlefield, you may return target sorcery card from your graveyard to your hand.
2
2
null
normal
Anarchy
ICE
{2}{R}{R}
4
Sorcery
Destroy all white permanents.
null
null
null
normal
Anathemancer
ARB
{1}{B}{R}
3
Creature β€” Zombie Wizard
When Anathemancer enters the battlefield, it deals damage to target player equal to the number of nonbasic lands that player controls. Unearth {5}{B}{R} ({5}{B}{R}: 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.)
2
2
null
normal
Anavolver
APC
{3}{G}
4
Creature β€” Volver
Kicker {1}{U} and/or {B} (You may pay an additional {1}{U} and/or {B} as you cast this spell.) If Anavolver was kicked with its {1}{U} kicker, it enters the battlefield with two +1/+1 counters on it and with flying. If Anavolver was kicked with its {B} kicker, it enters the battlefield with a +1/+1 counter on it and with "Pay 3 life: Regenerate Anavolver."
3
3
null
normal
Anax and Cymede
THS
{1}{R}{W}
3
Legendary Creature β€” Human Soldier
First strike, vigilance Heroic β€” Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
3
2
null
normal
Anax, Hardened in the Forge
THB
{1}{R}{R}
3
Legendary Enchantment Creature β€” Demigod
Anax's power is equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
*
3
null
normal
Ancestor Dragon
GS1
{4}{W}{W}
6
Creature β€” Dragon
Flying Whenever one or more creatures you control attack, you gain 1 life for each attacking creature.
5
6
null
normal
Ancestor's Chosen
JUD
{5}{W}{W}
7
Creature β€” Human Cleric
First strike (This creature deals combat damage before creatures without first strike.) When Ancestor's Chosen enters the battlefield, you gain 1 life for each card in your graveyard.
4
4
null
normal
Ancestor's Prophet
ONS
{4}{W}
5
Creature β€” Human Cleric
Tap five untapped Clerics you control: You gain 10 life.
1
5
null
normal
Ancestral Anger
VOW
{R}
1
Sorcery
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard. Draw a card.
null
null
null
normal
Ancestral Blade
M20
{1}{W}
2
Artifact β€” Equipment
When Ancestral Blade enters the battlefield, create a 1/1 white Soldier creature token, then attach Ancestral Blade to it. Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
Ancestral Hot Dog Minotaur
SUNF
null
0
Stickers
{TK}{TK} β€” Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.) {TK}{TK}{TK} β€” Flying {TK}{TK} β€” 1/4 {TK}{TK}{TK}{TK}{TK} β€” 8/6
null
null
null
normal
Ancestral Katana
NEO
{1}{W}
2
Artifact β€” Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach Ancestral Katana to it. Equipped creature gets +2/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
Ancestral Knowledge
WTH
{1}{U}
2
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Ancestral Knowledge enters the battlefield, look at the top ten cards of your library, then exile any number of them and put the rest back on top of your library in any order. When Ancestral Knowledge leaves the battlefield, shuffle your library.
null
null
null
normal
Ancestral Mask
MMQ
{2}{G}
3
Enchantment β€” Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
null
null
null
normal
Ancestral Memories
MIR
{2}{U}{U}{U}
5
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
null
null
null
normal
Ancestral Recall
LEA
{U}
1
Instant
Target player draws three cards.
null
null
null
normal
Ancestral Statue
DTK
{4}
4
Artifact Creature β€” Golem
When Ancestral Statue enters the battlefield, return a nonland permanent you control to its owner's hand.
3
4
null
normal
Ancestral Tribute
ODY
{5}{W}{W}
7
Sorcery
You gain 2 life for each card in your graveyard. Flashback {9}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
null
null
null
normal
Ancestral Vengeance
FRF
{B}{B}
2
Enchantment β€” Aura
Enchant creature When Ancestral Vengeance enters the battlefield, put a +1/+1 counter on target creature you control. Enchanted creature gets -1/-1.
null
null
null
normal
Ancestral Vision
TSP
null
0
Sorcery
Suspend 4β€”{U} (Rather than cast this card from your hand, pay {U} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.) Target player draws three cards.
null
null
null
normal
Anchor to Reality
NEO
{2}{U}{U}
4
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
null
null
null
normal
Anchor to the Aether
ORI
{2}{U}
3
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
null
null
null
normal
Ancient Amphitheater
LRW
null
0
Land
As Ancient Amphitheater enters the battlefield, you may reveal a Giant card from your hand. If you don't, Ancient Amphitheater enters the battlefield tapped. {T}: Add {R} or {W}.
null
null
null
normal
Ancient Animus
DOM
{1}{G}
2
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
null
null
null
normal
Ancient Brass Dragon
CLB
{5}{B}{B}
7
Creature β€” Elder Dragon
Flying Whenever Ancient Brass Dragon deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
7
6
null
normal
Ancient Brontodon
XLN
{6}{G}{G}
8
Creature β€” Dinosaur
null
9
9
null
normal
Ancient Bronze Dragon
CLB
{5}{G}{G}
7
Creature β€” Elder Dragon
Flying Whenever Ancient Bronze Dragon deals combat damage to a player, roll a d20. When you do, put X +1/+1 counters on each of up to two target creatures, where X is the result.
7
7
null
normal
Ancient Carp
DTK
{4}{U}
5
Creature β€” Fish
null
2
5
null
normal
Ancient Copper Dragon
CLB
{4}{R}{R}
6
Creature β€” Elder Dragon
Flying Whenever Ancient Copper Dragon deals combat damage to a player, roll a d20. You create a number of Treasure tokens equal to the result.
6
5
null
normal
Ancient Crab
OGW
{1}{U}{U}
3
Creature β€” Crab
null
1
5
null
normal
Ancient Craving
P02
{3}{B}
4
Sorcery
You draw three cards and you lose 3 life.
null
null
null
normal
Ancient Den
MRD
null
0
Artifact Land
{T}: Add {W}.
null
null
null
normal
Ancient Excavation
C16
{2}{U}{B}
4
Instant
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
null
null
null
normal
Ancient Gold Dragon
CLB
{5}{W}{W}
7
Creature β€” Elder Dragon
Flying Whenever Ancient Gold Dragon deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
7
10
null
normal
Ancient Greenwarden
ZNR
{4}{G}{G}
6
Creature β€” Elemental
Reach You may play lands from your graveyard. If a land entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
5
7
null
normal
Ancient Grudge
TSP
{1}{R}
2
Instant
Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
null
null
null
normal
Ancient Hellkite
M11
{4}{R}{R}{R}
7
Creature β€” Dragon
Flying {R}: Ancient Hellkite deals 1 damage to target creature defending player controls. Activate only if Ancient Hellkite is attacking.
6
6
null
normal
Ancient Hydra
NEM
{4}{R}
5
Creature β€” Hydra
Fading 5 (This creature enters the battlefield with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from Ancient Hydra: It deals 1 damage to any target.
5
1
null
normal
Ancient Imperiosaur
PMOM
{5}{G}{G}
7
Creature β€” Dinosaur
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Trample, ward {2} Ancient Imperiosaur enters the battlefield with two +1/+1 counters on it for each creature that convoked it.
6
6
null
normal
Ancient Kavu
INV
{3}{R}
4
Creature β€” Kavu
{2}: Ancient Kavu becomes colorless until end of turn.
3
3
null
normal
Ancient Lumberknot
VOW
{2}{B}{G}
4
Creature β€” Treefolk
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
1
4
null
normal
Ancient Ooze
SCG
{5}{G}{G}
7
Creature β€” Ooze
Ancient Ooze's power and toughness are each equal to the total mana value of other creatures you control.
*
*
null
normal
Ancient Runes
TMP
{2}{R}
3
Enchantment
At the beginning of each player's upkeep, Ancient Runes deals damage to that player equal to the number of artifacts they control.
null
null
null
normal
Ancient Silver Dragon
CLB
{6}{U}{U}
8
Creature β€” Elder Dragon
Flying Whenever Ancient Silver Dragon deals combat damage to a player, roll a d20. Draw cards equal to the result. You have no maximum hand size for the rest of the game.
8
8
null
normal
Ancient Silverback
UDS
{4}{G}{G}
6
Creature β€” Ape
{G}: Regenerate Ancient Silverback. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
6
5
null
normal
Ancient Spider
PLS
{2}{G}{W}
4
Creature β€” Spider
First strike; reach (This creature can block creatures with flying.)
2
5
null
normal
Ancient Spring
INV
null
0
Land
Ancient Spring enters the battlefield tapped. {T}: Add {U}. {T}, Sacrifice Ancient Spring: Add {W}{B}.
null
null
null
normal
Ancient Stirrings
ROE
{G}
1
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
null
null
null
normal
Ancient Stone Idol
C18
{10}
10
Artifact Creature β€” Golem
Flash This spell costs {1} less to cast for each attacking creature. Trample When Ancient Stone Idol dies, create a 6/12 colorless Construct artifact creature token with trample.
12
12
null
normal
Ancient Tomb
TMP
null
0
Land
{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.
null
null
null
normal
Ancient Ziggurat
CON
null
0
Land
{T}: Add one mana of any color. Spend this mana only to cast a creature spell.
null
null
null
normal
And They Shall Know No Fear
40K
{1}{W}
2
Instant
Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.
null
null
null
normal
Andradite Leech
INV
{2}{B}
3
Creature β€” Leech
Black spells you cast cost {B} more to cast. {B}: Andradite Leech gets +1/+1 until end of turn.
2
2
null
normal
Andrios, Roaming Explorer
PH21
{5}{G}
6
Legendary Artifact Creature β€” Wizard
Reach As long as Andrios is attacking, tapped creatures you control with base power and toughness 4/3 have base power and toughness 16/9. {T}: Add {W}{U}{B}{R}{G}. Creature spells you spend this mana to cast have their base power and toughness become 4/3.
4
3
null
normal
AndΓΊril, Flame of the West
LTR
{3}
3
Legendary Artifact β€” Equipment
Equipped creature gets +3/+1. Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking. Equip {2}
null
null
null
normal
AndΓΊril, Narsil Reforged
LTC
{2}
2
Legendary Artifact β€” Equipment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead. Equip {3}
null
null
null
normal
Angel of Condemnation
HOU
{2}{W}{W}
4
Creature β€” Angel
Flying, vigilance {2}{W}, {T}: Exile another target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. {2}{W}, {T}, Exert Angel of Condemnation: Exile another target creature until Angel of Condemnation leaves the battlefield. (An exerted creature won't untap during your next untap step.)
3
3
null
normal
Angel of Deliverance
SOI
{6}{W}{W}
8
Creature β€” Angel
Flying Delirium β€” Whenever Angel of Deliverance deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
6
6
null
normal
Angel of Despair
GPT
{3}{W}{W}{B}{B}
7
Creature β€” Angel
Flying When Angel of Despair enters the battlefield, destroy target permanent.
5
5
null
normal
Angel of Destiny
ZNR
{3}{W}{W}
5
Creature β€” Angel Cleric
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.
2
6
null
normal
Angel of Eternal Dawn
YMID
{2}{W}
3
Creature β€” Angel
Flying When Angel of Eternal Dawn enters the battlefield, it becomes day. It can't become night. Your opponents can't cast spells with mana value greater than the number of turns they have begun.
2
4
null
normal
Angel of Finality
C13
{3}{W}
4
Creature β€” Angel
Flying When Angel of Finality enters the battlefield, exile target player's graveyard.
3
4
null
normal
Angel of Flight Alabaster
ISD
{4}{W}
5
Creature β€” Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
4
4
null
normal
Angel of Fury
P02
{4}{W}{W}
6
Creature β€” Angel
Flying When Angel of Fury dies, you may shuffle it into its owner's library.
3
5
null
normal
Angel of Glory's Rise
AVR
{5}{W}{W}
7
Creature β€” Angel
Flying When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
4
6
null
normal
Angel of Grace
RNA
{3}{W}{W}
5
Creature β€” Angel
Flash Flying When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead. {4}{W}{W}, Exile Angel of Grace from your graveyard: Your life total becomes 10.
5
4
null
normal
Angel of Invention
KLD
{3}{W}{W}
5
Creature β€” Angel
Flying, vigilance, lifelink Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
2
1
null
normal
Angel of Jubilation
AVR
{1}{W}{W}{W}
4
Creature β€” Angel
Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.
3
3
null
normal
Angel of Light
S99
{4}{W}
5
Creature β€” Angel
Flying, vigilance
3
3
null
normal
Angel of Mercy
P02
{4}{W}
5
Creature β€” Angel
Flying When Angel of Mercy enters the battlefield, you gain 3 life.
3
3
null
normal
Angel of Renewal
BFZ
{5}{W}
6
Creature β€” Angel Ally
Flying When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
4
4
null
normal
Angel of Retribution
TOR
{6}{W}
7
Creature β€” Angel
Flying, first strike
5
5
null
normal
Angel of Salvation
FUT
{6}{W}{W}
8
Creature β€” Angel
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying When Angel of Salvation enters the battlefield, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
5
5
null
normal
Angel of Sanctions
AKH
{3}{W}{W}
5
Creature β€” Angel
Flying When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield. Embalm {5}{W} ({5}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
3
4
null
normal
Angel of Serenity
RTR
{4}{W}{W}{W}
7
Creature β€” Angel
Flying When Angel of Serenity enters the battlefield, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When Angel of Serenity leaves the battlefield, return the exiled cards to their owners' hands.
5
6
null
normal
Angel of Suffering
SNC
{3}{B}{B}
5
Creature β€” Nightmare Angel
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
5
3
null
normal
Angel of Unity
YMID
{1}{W}
2
Creature β€” Angel Cleric
Flying, lifelink Whenever Angel of Unity enters the battlefield or you cast a party spell, choose a party creature card in your hand. It perpetually gets +1/+1. (A party card or spell is a Cleric, Rogue, Warrior, or Wizard.)
1
3
null
normal
Angel of Vitality
M20
{2}{W}
3
Creature β€” Angel
Flying If you would gain life, you gain that much life plus 1 instead. Angel of Vitality gets +2/+2 as long as you have 25 or more life.
2
2
null
normal
Angel of the Dawn
M19
{4}{W}
5
Creature β€” Angel
Flying When Angel of the Dawn enters the battlefield, creatures you control get +1/+1 and gain vigilance until end of turn.
3
3
null
normal
Angel of the Dire Hour
C14
{5}{W}{W}
7
Creature β€” Angel
Flash Flying When Angel of the Dire Hour enters the battlefield, if you cast it from your hand, exile all attacking creatures.
5
4
null
normal
Angel of the God-Pharaoh
HOU
{4}{W}{W}
6
Creature β€” Angel
Flying Cycling {2} ({2}, Discard this card: Draw a card.)
4
4
null
normal
Angel of the Ruins
C21
{5}{W}{W}
7
Artifact Creature β€” Angel
Flying When Angel of the Ruins enters the battlefield, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
5
7
null
normal
Angel's Feather
DST
{2}
2
Artifact
Whenever a player casts a white spell, you may gain 1 life.
null
null
null
normal
Angel's Grace
TSP
{W}
1
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
null
null
null
normal
Angel's Herald
ALA
{W}
1
Creature β€” Human Cleric
{2}{W}, {T}, Sacrifice a green creature, a white creature, and a blue creature: Search your library for a card named Empyrial Archangel, put it onto the battlefield, then shuffle.
1
1
null
normal
Angel's Mercy
M10
{2}{W}{W}
4
Instant
You gain 7 life.
null
null
null
normal
Angel's Tomb
AVR
{3}
3
Artifact
Whenever a creature enters the battlefield under your control, you may have Angel's Tomb become a 3/3 white Angel artifact creature with flying until end of turn.
null
null
null
normal
Angel's Trumpet
ULG
{3}
3
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. Angel's Trumpet deals damage to the player equal to the number of creatures tapped this way.
null
null
null
normal