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Inner Calm, Outer Strength
  ( 3)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
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Inner Demon
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types. When Inner Demon enters the battlefield, all non-Demon creatures get -2/-2 until end of turn.
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Inner Fire
  ( 4)
Sorcery
Add for each card in your hand.
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Inner Sanctum
   ( 3)
Enchantment
Cumulative upkeep—Pay 2 life. (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.) Prevent all damage that would be dealt to creatures you control.
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Inner Struggle
  ( 4)
Instant
Target creature deals damage to itself equal to its power.
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Inner-Chamber Guard
  ( 2)
Creature — Human Samurai
(0/2)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Inner-Flame Acolyte
   ( 3)
Creature — Elemental Shaman
(2/2)
When Inner-Flame Acolyte enters the battlefield, target creature gets +2/+0 and gains haste until end of turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
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Inner-Flame Igniter
  ( 3)
Creature — Elemental Warrior
(2/2)
 : Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
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Innocence Kami
   ( 5)
Creature — Spirit
(2/3)
, : Tap target creature.
Whenever you cast a Spirit or Arcane spell, untap Innocence Kami.
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Inquisition
  ( 3)
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
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Inquisition of Kozilek
 ( 1)
Sorcery
Target player reveals their hand. You choose a nonland card from it with converted mana cost 3 or less. That player discards that card.
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Inquisitor Exarch
  ( 2)
Creature — Cleric
(2/2)
When Inquisitor Exarch enters the battlefield, choose one — • You gain 2 life. • Target opponent loses 2 life.
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Inquisitor's Flail
 ( 2)
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip 
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Inquisitor's Ox
  ( 4)
Creature — Ox
(2/5)
Delirium — Inquisitor's Ox gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
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Inquisitor's Snare
  ( 2)
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
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Insatiable Gorgers
   ( 4)
Creature — Vampire Berserker
(5/3)
Insatiable Gorgers attacks each combat if able. Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Inside Out
  ( 2)
Instant
Switch target creature's power and toughness until end of turn. Draw a card.
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Insidious Bookworms
 ( 1)
Creature — Worm
(1/1)
When Insidious Bookworms dies, you may pay  . If you do, target player discards a card at random.
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Insidious Dreams
  ( 4)
Instant
As an additional cost to cast this spell, discard X cards. Search your library for X cards. Then shuffle your library and put those cards on top of it in any order.
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Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible Insidious Mist can't block and can't be blocked. Whenever Insidious Mist attacks and isn't blocked, you may pay  . If you do, transform it.
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Insidious Will
   ( 4)
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
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Insight
  ( 3)
Enchantment
Whenever an opponent casts a green spell, you draw a card.
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Insist
 ( 1)
Sorcery
The next creature spell you cast this turn can't be countered. Draw a card.
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Insolence
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature becomes tapped, Insolence deals 2 damage to that creature's controller.
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Insolent Neonate
 ( 1)
Creature — Vampire
(1/1)
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice Insolent Neonate: Draw a card.
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Inspired Charge
   ( 4)
Instant
Creatures you control get +2/+1 until end of turn.
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Inspired Sphinx
   ( 7)
Creature — Sphinx
(5/5)
Flying When Inspired Sphinx enters the battlefield, draw cards equal to the number of opponents you have.  : Create a 1/1 colorless Thopter artifact creature token with flying.
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Inspired Sprite
  ( 4)
Creature — Faerie Wizard
(2/2)
Flash Flying Whenever you cast a Wizard spell, you may untap Inspired Sprite. : Draw a card, then discard a card.
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Inspiring Call
  ( 3)
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn.
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Inspiring Captain
  ( 4)
Creature — Human Knight
(3/3)
When Inspiring Captain enters the battlefield, creatures you control get +1/+1 until end of turn.
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Inspiring Cleric
  ( 3)
Creature — Vampire Cleric
(3/2)
When Inspiring Cleric enters the battlefield, you gain 4 life.
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Inspiring Roar
  ( 4)
Sorcery
Put a +1/+1 counter on each creature you control.
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Inspiring Statuary
 ( 3)
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for .)
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Inspiring Unicorn
   ( 4)
Creature — Unicorn
(2/2)
Whenever Inspiring Unicorn attacks, creatures you control get +1/+1 until end of turn.
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Inspiring Vantage
( 0)
Land
Inspiring Vantage enters the battlefield tapped unless you control two or fewer other lands. : Add or .
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Inspirit
  ( 3)
Instant
Untap target creature. It gets +2/+4 until end of turn.
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Instigator Gang
  ( 4)
Creature — Human Werewolf
(2/3)
Attacking creatures you control get +1/+0. At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
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Instill Energy
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can attack as though it had haste. : Untap enchanted creature. Activate this ability only during your turn and only once each turn.
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Instill Furor
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "At the beginning of your end step, sacrifice this creature unless it attacked this turn."
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Insubordination
  ( 2)
Enchantment — Aura
Enchant creature At the beginning of the end step of enchanted creature's controller, Insubordination deals 2 damage to that player unless that creature attacked this turn.
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Insufferable Syphon
( 0)
Artifact — Contraption
Whenever you crank Insufferable Syphon, target player discards a card.
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Insult // Injury (Insult)
  ( 3)
Sorcery
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
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Insurrection
    ( 8)
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
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Intangible Virtue
  ( 2)
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
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Intellectual Offering
  ( 5)
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
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Interdict
  ( 2)
Instant
Counter target activated ability from an artifact, creature, enchantment, or land. That permanent's activated abilities can't be activated this turn. (Mana abilities can't be targeted.) Draw a card.
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Interplanar Tunnel
( 0)
Phenomenon
When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order. (Then planeswalk away from this phenomenon.)
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Interpret the Signs
  ( 6)
Sorcery
Scry 3, then reveal the top card of your library. Draw cards equal to that card's converted mana cost. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Intervene
 ( 1)
Instant
Counter target spell that targets a creature.
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Intervention Pact
 ( 0)
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way. At the beginning of your next upkeep, pay   . If you don't, you lose the game.
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Intet, the Dreamer
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Intet, the Dreamer deals combat damage to a player, you may pay  . If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
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Intimidation
    ( 5)
Enchantment
Creatures you control have fear. (They can't be blocked except by artifact creatures and/or black creatures.)
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Intimidation Bolt
   ( 3)
Instant
Intimidation Bolt deals 3 damage to target creature. Other creatures can't attack this turn.
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Intimidator Initiate
 ( 1)
Creature — Goblin Shaman
(1/1)
Whenever a player casts a red spell, you may pay . If you do, target creature can't block this turn.
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Into the Earthen Maw
( 0)
Scheme
When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent's graveyard.
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Into the Fray
 ( 1)
Instant — Arcane
Target creature attacks this turn if able. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Into the Maw of Hell
   ( 6)
Sorcery
Destroy target land. Into the Maw of Hell deals 13 damage to target creature.
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Into the North
  ( 2)
Sorcery
Search your library for a snow land card and put it onto the battlefield tapped. Then shuffle your library.
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Into the Void
  ( 4)
Sorcery
Return up to two target creatures to their owners' hands.
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Into the Wilds
  ( 4)
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
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Into Thin Air
  ( 6)
Instant
Affinity for artifacts (This spell costs less to cast for each artifact you control.) Return target artifact to its owner's hand.
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Intrepid Hero
  ( 3)
Creature — Human Soldier
(1/1)
: Destroy target creature with power 4 or greater.
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Intrepid Provisioner
  ( 4)
Creature — Human Scout
(3/3)
Trample When Intrepid Provisioner enters the battlefield, another target Human you control gets +2/+2 until end of turn.
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Introductions Are in Order
( 0)
Scheme
When you set this scheme in motion, choose one — • Search your library for a creature card, reveal it, put it into your hand, then shuffle your library. • You may put a creature card from your hand onto the battlefield.
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Intruder Alarm
  ( 3)
Enchantment
Creatures don't untap during their controllers' untap steps. Whenever a creature enters the battlefield, untap all creatures.
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Intrusive Packbeast
  ( 5)
Creature — Beast
(3/3)
Vigilance When Intrusive Packbeast enters the battlefield, tap up to two target creatures your opponents control.
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Intuition
  ( 3)
Instant
Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle your library.
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Inundate
    ( 6)
Sorcery
Return all nonblue creatures to their owners' hands.
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Invader Parasite
   ( 5)
Creature — Insect
(3/2)
Imprint — When Invader Parasite enters the battlefield, exile target land. Whenever a land with the same name as the exiled card enters the battlefield under an opponent's control, Invader Parasite deals 2 damage to that player.
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Invasion Plans
  ( 3)
Enchantment
All creatures block each combat if able. The attacking player chooses how each creature blocks each combat.
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Invasive Species
  ( 3)
Creature — Insect
(3/3)
When Invasive Species enters the battlefield, return another permanent you control to its owner's hand.
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Invasive Surgery
 ( 1)
Instant
Counter target sorcery spell. Delirium — If there are four or more card types among cards in your graveyard, search the graveyard, hand, and library of that spell's controller for any number of cards with the same name as that spell, exile those cards, then that player shuffles their library.
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Invert // Invent (Invent)
   ( 6)
Instant
Search your library for an instant card and/or a sorcery card, reveal them, put them into your hand, then shuffle your library.
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Inventor's Apprentice
 ( 1)
Creature — Human Artificer
(1/2)
Inventor's Apprentice gets +1/+1 as long as you control an artifact.
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Inventors' Fair
( 0)
Legendary Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. : Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle your library. Activate this ability only if you control three or more artifacts.
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Inventor's Goggles
 ( 1)
Artifact — Equipment
Equipped creature gets +1/+2. Whenever an Artificer enters the battlefield under your control, you may attach Inventor's Goggles to it. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Invert // Invent (Invert)
 ( 1)
Instant
Switch the power and toughness of each of up to two target creatures until end of turn.
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Inverter of Truth
   ( 4)
Creature — Eldrazi
(6/6)
Devoid (This card has no color.) Flying When Inverter of Truth enters the battlefield, exile all cards from your library face down, then shuffle all cards from your graveyard into your library.
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Invigorate
  ( 3)
Instant
If you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life. Target creature gets +4/+4 until end of turn.
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Invigorated Rampage
  ( 2)
Instant
Choose one — • Target creature gets +4/+0 and gains trample until end of turn. • Two target creatures each get +2/+0 and gain trample until end of turn.
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Invigorating Boon
  ( 2)
Enchantment
Whenever a player cycles a card, you may put a +1/+1 counter on target creature.
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Invigorating Falls
   ( 4)
Sorcery
You gain life equal to the number of creature cards in all graveyards.
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Invincible Hymn
   ( 8)
Sorcery
Count the number of cards in your library. Your life total becomes that number.
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Inviolability
  ( 2)
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt to enchanted creature.
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Invisibility
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked except by Walls.
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Invisible Stalker
  ( 2)
Creature — Human Rogue
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Invisible Stalker can't be blocked.
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Invocation of Saint Traft
   ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat."
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