Skip to content
  1. Commander Nexus
  2. Sets
  3. Phyrexia: All Will Be One

Phyrexia: All Will Be One

Every Phyrexia: All Will Be One card, the two decks, the boxes and every official word from Wizards, in one place.

Key dates

From the reveal to release day and after

No dates announced yet.

Commander decks

Two Ready-to-Play Decks

All precons

Boosters and bundles

Boxes and Bundles

Boosters

Booster boxes

Bundles

Everything else

Phyrexia: All Will Be One cards

479 Cards

See all cards

Sets in this release

Eight Set codes

Mechanics

Mechanics Used in This Set

36 cards
34 cards
30 cards
Corrupted24 cards
17 cards
For Mirrodin!13 cards
10 cards
10 cards
9 cards
Enchant6 cards
6 cards
5 cards

Keywords from Scryfall's card data.

News

Articles and Videos

No articles or videos about this set yet.

More set hubs

Past and Upcoming Sets

All sets
CommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossaryToxicToxic comes with a number, like toxic 1. When a creature with toxic deals combat damage to a player, that player also gets that many poison counters on top of the damage. A player with ten or more poison counters loses the game.Bloated ContaminatorOpen the full glossaryProliferateChoose any number of players and permanents that already have a counter on them, and give each one more of a counter it already has. It adds to what is there; it cannot start something new.Open the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.Serra AngelOpen the full glossaryEquipHow you attach an Equipment to one of your creatures: pay its equip cost and move it on. You can only do this on your own turn when nothing else is waiting to happen, and the Equipment stays on the battlefield if the creature leaves.Lightning GreavesOpen the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossaryHasteA creature with haste can attack and use its tap abilities the turn it arrives, instead of waiting a turn.Goblin GuideOpen the full glossaryScryLook at the top card or cards of your library and choose to keep each on top or move it to the bottom. It improves your next draw without drawing anything.Open the full glossaryAffinityA keyword that makes a spell cheaper for each permanent of a given kind you control, most often artifacts.Open the full glossary