Mystery Booster カードリスト
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- このカードリストはデータベースから 2025年1月3日 05:07:58 に自動的に生成されました。最新のデータはWHISPER Card Databaseからどうぞ。
- Wizards of the Coast{R}, Magic: the Gathering{tm}, Magic{tm}, Mystery Booster{tm}は、Wizards of the Coast社の商標です。
■白/White
All Slivers have banding. <i>(Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)</i>
CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
You are a Flagbearer.
While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer if able.
CARDNAME counts as five creatures for spells and effects that count the number of creatures you control.
{3}, {T}: Until end of turn, you may play one basic Plains card from outside the game.
Create three 0/0 white Spirit creature tokens with flying.
Cards in the winning deck(s) of the latest Mythic Championship cost {1} more to cast.
Flying
Players can't cast instant spells unless a spell or ability is on the stack.
All Hounds are Dogs. <i>(We'll errata this to be true.)</i>
First strike, lifelink
Underdog --- If you've lost a game this match, CARDNAME and other Dogs you control get +1/+1.
Target creature or player gains flying until end of turn. <i>(Players with flying can't be dealt damage by creatures without flying.)</i>
Choose one or more ---
• Destroy all small creatures.
• Destroy all medium creatures.
• Destroy all large creatures.
<i>(A small creature has total power and toughness 4 or less, medium is 5–8, and large is 9 or more.)</i>
When CARDNAME enters the battlefield, draw a card.
Combat damage uses the stack. <i>(Combat damage assignment can be responded to before damage is dealt.)</i>
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
Choose target creature you own and control. That creature becomes your Commander. Any other Commanders you have are no longer your Commander. <i>(That creature starts with a commander tax of {0}.)</i>
■青/Blue
Flash
Enchant instant or sorcery spell on the stack
When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost.
When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.
Scrycast {0} <i>(If you see this card while scrying, you may reveal it and cast it by paying {0}.)</i>
Flying
Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost.
Exile CARDNAME.
This spell can't be countered.
Shroud
CARDNAME's power and toughness are each equal to the number of turns you've taken this game. <i>(If this is in your deck, please keep track of your turns. This means you, Mark.)</i>
Restart the turn, except with CARDNAME in exile. <i>(First, return all cards to where they were as the turn began. For information from hidden zones like the hand, reconstruct as best you can, and do the rest at random.)</i>
Enchant creature or enchantment
Enchanted permanent is an enchantment and loses all other card types. <i>(It still has its abilities, but it's no longer a creature.)</i>
When CARDNAME enters the battlefield, draw two cards.
You may cast creature cards from your hand as though they were the card Mulldrifter. <i>(You can still evoke this way. They're Mulldrifters.)</i>
Buyback {1}{U} <i>(You may pay an additional {1}{U} as you cast this spell. If you do, put this card into your hand as it resolves.)</i>
Flash
Flying
When you cast this spell, draw a card.
All lands are Islands in addition to their other types.
Other Homarids, Camarids, Cephalids, Nautilids, and Merfolk you control get +1/+1.
As long as you have a maximum hand size other than 7, CARDNAME has "{T}: Draw a card."
Four-faced <i>(Whenever this becomes tapped, move it to the next stage, or to stage 1 if it's at stage 4.)</i>
Stage 1 --- (1/4)
Stage 2 --- (4/1) Evolve
Stage 3 --- (2/4) {U}: CARDNAME gets +1/-1 until end of turn.
Stage 4 --- (4/4) Vigilance. {T}: Draw 2 cards.
Draw a card.
Bank <i>(If you cast CARDNAME from your hand, exile it until the end of the match. You may cast it from exile during another game this match. It still counts toward your deck minimum.)</i>
Flying
When CARDNAME dies, put a flying counter on target creature you control.
When CARDNAME enters the battlefield, gain control of target creature an opponent controls until CARDNAME leaves the battlefield or that player pays the ransom.
Ransom --- {6} and 2 life
Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.
Take an extra turn after this one.
If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
Target opponent chooses one ---
• Truth --- That player plays with their hand revealed for the rest of the game.
• Dare --- Mill all but the bottom ten cards of that player's library. <i>(To mill, put the top card of that library into its owner's graveyard.)</i>
All creature cards you own with flash are instants in addition to their other types.
Whenever you cast another spell with two or more card types, you may draw a card, then discard a card.
■黒/Black
Spark <i>(Activate spark abilities by spending or giving yourself spark counters. Activate only one spark ability per turn, and only as a sorcery.)</i>
+1: CARDNAME gains lifelink until end of turn.
-3: Target opponent discards a card. You gain life equal to its converted mana cost.
When CARDNAME is put into your graveyard from anywhere, exile it. When you do, create four Reassembling Skeleton token cards and put them into your graveyard.
You may begin the game with CARDNAME in your graveyard. If you do, you lose 1 life.
When CARDNAME enters the battlefield, create two 1/1 black Insect creature tokens.
Whenever CARDNAME attacks, you may sacrifice an Insect. When you do, curse defending player. <i>(Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")</i>
Flying
CARDNAME's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
When CARDNAME dies, target opponent puts a card from their hand on top of their library.
As long as CARDNAME is tapped, creatures you control have menace and deathtouch.
When CARDNAME dies, two target lands become Swamps. Exile CARDNAME.
{3}, {T}: Tap target creature, then return CARDNAME to its owner's hand.
CARDNAME can't block.
CARDNAME can't die. <i>(This creature has indestructible, can't be sacrificed, and doesn't go to the graveyard for having 0 toughness.)</i>
When CARDNAME enters the battlefield, target opponent reveals their hand. Choose a nonland card from it. Ransom that card. <i>(Exile it. Its owner may pay {3} at any time to return it to their hand.)</i>
When CARDNAME enters the battlefield, create three Gunk token cards and shuffle them into target opponent's library. <i>(Gunk is a colorless sorcery card with no mana cost that has cycling {4}.)</i>
Each player discards a card, then loses 1 life, then sacrifices an artifact, a creature, an enchantment, a land, a planeswalker, and a tribal permanent, then exiles a card from their graveyard, then puts the top card of their library into their graveyard, then removes a counter from a permanent they control, then gets a poison counter.
Return target creature card from your graveyard to your hand.
Spellmorph {B} <i>(You may cast this card face down as a 2/2 creature for {3}. Cast it any time for its spellmorph cost.)</i>
Reverse miracle {B} <i>(If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.)</i>
Exile all creatures.
Flying
Whenever CARDNAME attacks, it gets +1/+0 until end of turn for each Locus you control.
CARDNAME enters the battlefield with ten eyestalk counters on it.
If CARDNAME would be dealt damage, remove that many eyestalk counters from it instead. If you can't, sacrifice it.
Whenever CARDNAME attacks, reveal cards from the top of your library until you reveal an instant, sorcery, or enchantment card with converted mana cost less than the number of eyestalk counters on CARDNAME. You may cast it without paying its mana cost. Shuffle your library.
Flying
When CARDNAME enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, CARDNAME deals 4 damage to you.
Flying
When CARDNAME deals damage to an opponent, that player discards a card unless they challenge you. If challenged, and you show them two black cards in your hand, they must discard two cards.
Until end of turn, you may play face-up cards you own from exile.
If a card would be put into your graveyard or exile from anywhere this turn, put it on the bottom of your library instead.
■赤/Red
Until end of turn, cards you own that aren't on the battlefield lose all card types, costs, names, and abilities and become red sorceries named Missile that cost {R} with "Missile deals 2 damage to any target."
All targeted spells and abilities cost {2} less and have their targets chosen randomly.
If CARDNAME is in your opening hand and you're not the starting player, you may reveal it. If you do, you become the starting player.
Haste
Motivate {3}{R} <i>(This creature can't attack or block unless you have paid its motivate cost once. Motivate only as a sorcery.)</i>
When CARDNAME enters the battlefield, it deals 2 damage to any target.
When CARDNAME enters the battlefield, it deals 3 damage to any target.
If a player would add mana, instead all players add that mana.
CARDNAME deals X damage to each creature without flying and each planeswalker. If X is 10 or more, open the "Uncovered Cavern" plot booster.
When CARDNAME enters the battlefield, it deals 4 damage to any target. Then, starting with you, each player assigns their creatures to the left or right of the volcano. Creatures enter the battlefield to the left or right of the volcano.
Creatures can't block creatures on the other side of the volcano.
Haste
The stack is now first in, first out instead of last in, first out. <i>(The first spell or ability on the stack is the first one to resolve.)</i>
速攻
各戦闘で、赤ニシンは可能なら攻撃する。
(2),赤ニシンを生け贄に捧げる:カード1枚を引く。
Haste
Red Herring attacks each combat if able.
{2}, Sacrifice Red Herring: Draw a card.
Tasty <i>(This creature can be attacked directly. If it is attacked, it can't block creatures that didn't attack it.)</i>
Trample
Untapped creatures can't block.
Tapped creatures can block.
You may cast CARDNAME during an opponent's combat phase.
Firstest strike <i>(This creature deals combat damage to creatures before creatures with first strike.)</i>
After each opponent's first combat phase of each turn, there is an additional combat phase. Only CARDNAME can attack during that combat phase.
+1: Cast a copy of one of the following cards chosen at random --- Ignorant Bliss, Crack the Earth, Blazing Volley.
-3: Cast a copy of one of the following cards chosen at random --- Seething Song, Dance with Devils, Flamebreak.
-6: Cast a copy of one of the following cards chosen at random --- Hellion Eruption, Insurrection, Warp World.
Target instant or sorcery spell becomes a copy of Lightning Bolt. Its controller may choose new targets for it.
Whenever CARDNAME is countered or fizzles, you may copy it and choose new targets for the copy.
CARDNAME deals 3 damage to any target.
At the beginning of each end step, you may have CARDNAME's base power and toughness each become equal to the greatest number of spells and abilities from different sources that were on the stack simultaneously that turn.
Shuffle your whammy deck, then reveal cards from the top of your whammy deck until you reveal an Island or choose to stop. Then, if no Islands were revealed this way, CARDNAME deals X damage to any target, where X is the number of cards revealed. <i>(A whammy deck consists of a Plains, Island, Swamp, Mountain, and Forest.)</i>
■緑/Green
Vigilance
Aggressive <i>(During your turn, there is an additional combat phase after the first, and only creatures with aggressive may attack during it.)</i>
CARDNAME enters the battlefield with a token copy of Pacifism attached to it.
{1}{X}: Put a +1/+2 counter on CARDNAME. <i>({X} is paid with one mana from any source that could produce two or more colors of mana.)</i>
Protection from enemy-colored multicolored. <i>(This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that's two enemy colors, such as blue and green.)</i>
At the beginning of your upkeep, create a Forest land token.
Create a 2/2 green Gorilla creature token.
When a spell or ability an opponent controls causes you to discard CARDNAME, create two 2/2 green Gorilla creature tokens.
Choose one ---
• Rampant Growth
• Giant Growth
• Regrowth
Interplanar <i>(This creature enters onto the interplanar battlefield. Players can't control creatures on the interplanar battlefield.)</i>
Vigilance, haste
Whenever a player attacks with a creature with power 4 or greater, CARDNAME also attacks the player or planeswalker that creature is attacking.
Enchant creature
Storm <i>(When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. The copies enter the battlefield as tokens.)</i>
Enchanted creature gets +1/+0 and has vigilance.
Double any effect that doubles. <i>(It quadruples.)</i>
CARDNAME enters the battlefield with two +1/+1 counters on it if you didn't go first this game.
Landship --- At the beginning of your upkeep, you may look at the top card of your library. If it's a land, you may reveal it. If you do, create a 1/1 green Elf Warrior creature token.
Kinfall --- Whenever a creature enters the battlefield under your control, if it shares a creature type with CARDNAME, creatures you control get +1/+1 until end of turn.
Legacy --- Before the game starts, choose a keyword or ability word and write it below.
Spells with __________ you cast cost {1} less to cast.
Enchant two creatures
Enchanted creatures each get +1/+1 and have hexproof.
When one of the enchanted creatures dies, destroy the other.
Megalegendary <i>(Your deck can have only one copy of this card.)</i>
Vigilance, trample
CARDNAME has the activated abilities of all other permanents on the battlefield.
■多色/Multicolor
Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice CARDNAME.
At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.
As CARDNAME enters the battlefield, you become Abian. <i>(Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.)</i>
+3: Discard your hand, then draw cards equal to the greatest power among creatures you control.
+1: Create a 3/2 red and green Spirit creature token.
-X: You deal X damage to any target.
■緑/Green
起動型能力1つを対象とし、それを打ち消す。(マナ能力は対象にできない。)
カードを1枚引く。
Counter target activated ability. (Mana abilities can't be targeted.)
Draw a card.
■多色/Multicolor
Whenever you cast a spell of a type showing on CARDNAME, put a counter over that type and draw a card. If all five types on CARDNAME have counters over them, sacrifice it and draw one more card. BOX artifact BOX creature BOX enchantment BOX instant BOX sorcery
■混成/Hybrid
Choose one ---
• CARDNAME deals 2 damage to any target and you gain 2 life.
• Unblocked attacking creatures get +1/+0 until end of turn.
• Create a 1/1 colorless Spirit creature token with lifelink and haste.
■多色/Multicolor
Flying, vigilance
■混成/Hybrid
Return up to two target black or green creature cards from your graveyard to your hand.
You may cast this spell for {2}{B/G}{B/G}. If you do, ignore the bracketed text.
Return CARDNAME to its owner's hand.
■多色/Multicolor
0: Exile CARDNAME haunting target creature for as long as that creature remains on the battlefield.
-1: You get an emblem with, "At the beginning of your upkeep, this emblem deals 3 damage to the owner of target haunted creature."
-2: You get an emblem with, "At the beginning of your upkeep, gain control of target haunted creature for as long as it remains haunted."
Protection from modified creatures. <i>(Modified creatures have a power, toughness, or ability different than their printed version.)</i>
At the beginning of each player's end step, you may put a +1/+1 counter on target creature that player controls.
CARDNAME enters the battlefield with a number of loyalty counters on it equal to your life total. If it would leave the battlefield, exile it instead of putting it anywhere else. You can't be attacked.
+1: You gain 1 life.
-4: Draw a card.
以下から1つを選ぶ。
・各対戦相手はそれぞれアーティファクト1つを生け贄に捧げる。
・各対戦相手はそれぞれエンチャント1つを生け贄に捧げる。
・各対戦相手はそれぞれ飛行を持つクリーチャー1体を生け贄に捧げる。
Choose one ---
• Each opponent sacrifices an artifact.
• Each opponent sacrifices an enchantment.
• Each opponent sacrifices a creature with flying.
Choose one at random ---
• You get an emblem with "At the beginning of your upkeep, pay {U}{B}{R}. If you don't, you lose the game."
• Each player discards their hand.
• Planeswalk to Pools of Becoming. <i>(Once there, you can roll the planar die only if you're playing Planechase.)</i>
• For each opponent, exile cards from the top of their library until you exile a nonland card. You may cast those cards without paying their mana costs.
• Destroy all creatures and non-Bolas planeswalkers.
• You get an emblem with "You can cast nonland cards from your sideboard."
Slivers you control have flying and "Whenever you draw a card, this creature deals 1 damage to any target" and "{T}: Draw a card."
■赤/Red
アーティファクト1つを対象とし、それを破壊する。
Destroy target artifact.
■分割/Split
警戒を持つ白の1/1の戦士(Warrior)クリーチャー・トークンを2体生成する。
Create two 1/1 white Warrior creature tokens with vigilance.
■多色/Multicolor
Herd {5}{G}
Create three 2/2 green Elk creature tokens.
■アーティファクト/Artifact
When CARDNAME enters the battlefield, switch upkeep steps with target opponent for as long as it remains on the battlefield. (You take your upkeep on their turn, and they take their upkeep on your turn.)
Destroy target creature. Its controller creates two 1/2 red Half creature tokens.
Flying, indestructible
When CARDNAME enters the battlefield, exile all artifacts that aren't colorless.
Whenever CARDNAME deals combat damage to a player, you get an emblem with "If you would lose the game, instead your life total becomes 20, shuffle your graveyard into your library, you lose all poison counters, and you lose this emblem."
First strike, haste
Equipped creature has first strike and haste.
Equip {1}
Crew 1
Upgrade <i>(This creature enters the battlefield covering another artifact you control. If it can't, exile it. Ignore the artifact it's covering. Anywhere this card goes, cards underneath it also go. It has haste.)</i>
■土地/Land
At the beginning of your combat step, tap CARDNAME.
{T}: Add {R} or {W}.
■基本土地/Basic Land
■土地/Land
CARDNAME enters the battlefield tapped.
{T}: Add {U} or {B}.
{U}{B}: Until end of turn, CARDNAME becomes an Equipment artifact with equip {2}.
Whenever equipped creature deals combat damage to a player, draw a card.
CARDNAME enters the battlefield tapped.
{T}: Add {W} or {U}.
{T}: Add {C}.
Legacy --- {T}, Mark one of CARDNAME's unmarked nodes: Add one mana of any color.
BOX, BOX, BOX, BOX, BOX
<i>(CARDNAME isn't a spell, it's affected by summoning sickness, it's blue, and it has "{T}: Add {U}.")
CARDNAME enters the battlefield tapped.
CARDNAME doesn't untap during your untap step.
At the beginning of your upkeep, you may pay {U}{U}. If you do, untap CARDNAME.
Before drawing your hand, you may start the game with CARDNAME in your opening hand. If you do, draw one fewer card. <i>(Mulligans continue as normal.)</i>
CARDNAME enters the battlefield tapped.
{T}: Add {C}.
CARDNAME enters the battlefield tapped unless you control a white, blue, or black permanent.
{T}: Add {R} or {G}.
{T}: Add {C}.
{T}, Sacrifice CARDNAME: Destroy target nonbasic land. That land's controller creates a Wastes token. <i>(It's a land with {T}: Add {C}.)</i>