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Fated Infatuation
   ( 3)
Instant
Create a token that's a copy of target creature you control. If it's your turn, scry 2. (Look at the top two 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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Fated Intervention
    ( 5)
Instant
Create two 3/3 green Centaur enchantment creature tokens. If it's your turn, scry 2. (Look at the top two 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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Fated Retribution
    ( 7)
Instant
Destroy all creatures and planeswalkers. If it's your turn, scry 2. (Look at the top two 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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Fated Return
    ( 7)
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2. (Look at the top two 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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Fateful Showdown
   ( 4)
Instant
Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
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Fatespinner
   ( 3)
Creature — Human Wizard
(1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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Fatestitcher
  ( 4)
Creature — Zombie Wizard
(1/2)
: You may tap or untap another target permanent.
Unearth ( : 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.)
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Fathom Feeder
  ( 2)
Creature — Eldrazi Drone
(1/1)
Devoid (This card has no color.) Deathtouch Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.)   : Draw a card. Each opponent exiles the top card of their library.
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Fathom Fleet Boarder
  ( 3)
Creature — Orc Pirate
(3/3)
When Fathom Fleet Boarder enters the battlefield, you lose 2 life unless you control another Pirate.
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Fathom Fleet Captain
  ( 2)
Creature — Human Pirate
(2/1)
Menace Whenever Fathom Fleet Captain attacks, if you control another nontoken Pirate, you may pay . If you do, create a 2/2 black Pirate creature token with menace.
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Fathom Fleet Cutthroat
  ( 4)
Creature — Human Pirate
(3/3)
When Fathom Fleet Cutthroat enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn.
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Fathom Fleet Firebrand
  ( 2)
Creature — Human Pirate
(2/2)
 : Fathom Fleet Firebrand gets +1/+0 until end of turn.
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Fathom Mage
   ( 4)
Creature — Human Wizard
(1/1)
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever a +1/+1 counter is put on Fathom Mage, you may draw a card.
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Fathom Seer
  ( 2)
Creature — Illusion
(1/3)
Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Fathom Seer is turned face up, draw two cards.
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Fathom Trawl
   ( 5)
Sorcery
Reveal cards from the top of your library until you reveal three nonland cards. Put the nonland cards revealed this way into your hand, then put the rest of the revealed cards on the bottom of your library in any order.
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Fatigue
  ( 2)
Sorcery
Target player skips their next draw step.
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Fault Line
   ( 2)
Instant
Fault Line deals X damage to each creature without flying and each player.
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Fault Riders
  ( 3)
Creature — Human Soldier
(2/2)
Sacrifice a land: Fault Riders gets +2/+0 and gains first strike until end of turn. Activate this ability only once each turn.
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Faultgrinder
  ( 7)
Creature — Elemental
(4/4)
Trample When Faultgrinder enters the battlefield, destroy target land. 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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Fauna Shaman
  ( 2)
Creature — Elf Shaman
(2/2)
, , Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle your library.
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Favor of the Mighty
  ( 2)
Tribal Enchantment — Giant
Each creature with the highest converted mana cost has protection from all colors.
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Favor of the Overbeing
  ( 2)
Enchantment — Aura
Enchant creature As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying.
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Favor of the Woods
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
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Favorable Destiny
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 as long as it's white. Enchanted creature has shroud as long as its controller controls another creature. (It can't be the target of spells or abilities.)
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Favorable Winds
  ( 2)
Enchantment
Creatures you control with flying get +1/+1.
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Favored Hoplite
 ( 1)
Creature — Human Soldier
(1/2)
Heroic — Whenever you cast a spell that targets Favored Hoplite, put a +1/+1 counter on Favored Hoplite and prevent all damage that would be dealt to it this turn.
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Fear
  ( 2)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fearsome Awakening
  ( 5)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.
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Fearsome Temper
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has " : Target creature can't block this creature this turn."
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Feast of Blood
  ( 2)
Sorcery
Cast this spell only if you control two or more Vampires. Destroy target creature. You gain 4 life.
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Feast of Dreams
  ( 2)
Instant
Destroy target enchanted creature or enchantment creature.
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Feast of Flesh
 ( 1)
Sorcery
Feast of Flesh deals X damage to target creature and you gain X life, where X is 1 plus the number of cards named Feast of Flesh in all graveyards.
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Feast of Worms
   ( 5)
Sorcery — Arcane
Destroy target land. If that land was legendary, its controller sacrifices another land.
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Feast on the Fallen
  ( 3)
Enchantment
At the beginning of each upkeep, if an opponent lost life last turn, put a +1/+1 counter on target creature you control.
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Feast or Famine
  ( 4)
Instant
Choose one — • Create a 2/2 black Zombie creature token. • Destroy target nonartifact, nonblack creature. It can't be regenerated.
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Feat of Resistance
  ( 2)
Instant
Put a +1/+1 counter on target creature you control. It gains protection from the color of your choice until end of turn.
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Fecundity
  ( 3)
Enchantment
Whenever a creature dies, that creature's controller may draw a card.
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Feebleness
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets -2/-1.
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Mouth // Feed (Feed)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Draw a card for each creature you control with power 3 or greater.
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Feed the Clan
  ( 2)
Instant
You gain 5 life. Ferocious — You gain 10 life instead if you control a creature with power 4 or greater.
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Feed the Machine
( 0)
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, the player sacrifices two creatures. If the player chooses others, each of your other opponents sacrifices a creature.
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Feed the Pack
  ( 6)
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
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Feedback
  ( 3)
Enchantment — Aura
Enchant enchantment At the beginning of the upkeep of enchanted enchantment's controller, Feedback deals 1 damage to that player.
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Feedback Bolt
  ( 5)
Instant
Feedback Bolt deals damage to target player or planeswalker equal to the number of artifacts you control.
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Feeding Frenzy
  ( 3)
Instant
Target creature gets -X/-X until end of turn, where X is the number of Zombies on the battlefield.
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Feeding Grounds
( 0)
Plane — Muraganda
Red spells cost less to cast. Green spells cost less to cast. Whenever you roll , put X +1/+1 counters on target creature, where X is that creature's converted mana cost.
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Feeling of Dread
  ( 2)
Instant
Tap up to two target creatures. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Feint
 ( 1)
Instant
Tap all creatures blocking target attacking creature. Prevent all combat damage that would be dealt this turn by that creature and each creature blocking it.
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Feisty Stegosaurus
  ( 5)
Host Creature — Dinosaur
(2/1)
When this creature enters the battlefield, roll a six-sided die. This creature deals damage equal to the result to target creature an opponent controls.
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Feiyi Snake
  ( 2)
Creature — Snake
(2/1)
Reach (This creature can block creatures with flying.)
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Feldon's Cane
 ( 1)
Artifact
, Exile Feldon's Cane: Shuffle your graveyard into your library.
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Felhide Brawler
  ( 2)
Creature — Minotaur
(2/2)
Felhide Brawler can't block unless you control another Minotaur.
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Felhide Petrifier
  ( 3)
Creature — Minotaur Warrior
(2/3)
Deathtouch Other Minotaur creatures you control have deathtouch.
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Felhide Spiritbinder
  ( 4)
Creature — Minotaur Shaman
(3/4)
Inspired — Whenever Felhide Spiritbinder becomes untapped, you may pay  . If you do, create a token that's a copy of another target creature, except it's an enchantment in addition to its other types. It gains haste. Exile it at the beginning of the next end step.
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Felidar Cub
  ( 2)
Creature — Cat Beast
(2/2)
Sacrifice Felidar Cub: Destroy target enchantment.
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Felidar Guardian
  ( 4)
Creature — Cat Beast
(1/4)
When Felidar Guardian enters the battlefield, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
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Felidar Sovereign
   ( 6)
Creature — Cat Beast
(4/6)
Vigilance, lifelink At the beginning of your upkeep, if you have 40 or more life, you win the game.
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Felidar Umbra
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has lifelink.  : Attach Felidar Umbra to target creature you control.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Fell Flagship
 ( 3)
Artifact — Vehicle
(3/3)
Pirates you control get +1/+0. Whenever Fell Flagship deals combat damage to a player, that player discards a card. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
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Fell Shepherd
   ( 7)
Creature — Avatar
(8/6)
Whenever Fell Shepherd deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. , Sacrifice another creature: Target creature gets -2/-2 until end of turn.
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Fell Specter
  ( 4)
Creature — Specter
(1/3)
Flying When Fell Specter enters the battlefield, target opponent discards a card. Whenever an opponent discards a card, that player loses 2 life.
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Fell the Mighty
  ( 5)
Sorcery
Destroy all creatures with power greater than target creature's power.
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Fellwar Stone
 ( 2)
Artifact
: Add one mana of any color that a land an opponent controls could produce.
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Femeref Archers
  ( 3)
Creature — Human Archer
(2/2)
: Femeref Archers deals 4 damage to target attacking creature with flying.
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Femeref Enchantress
  ( 2)
Creature — Human Druid
(1/2)
Whenever an enchantment is put into a graveyard from the battlefield, draw a card.
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Femeref Healer
  ( 2)
Creature — Human Cleric
(1/1)
: Prevent the next 1 damage that would be dealt to any target this turn.
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Femeref Knight
  ( 3)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) : Femeref Knight gains vigilance until end of turn.
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Fen Hauler
  ( 7)
Creature — Insect
(5/5)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Fen Hauler can't be blocked by artifact creatures.
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Fen Stalker
  ( 4)
Creature — Nightstalker
(3/2)
Fen Stalker has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.)
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Fencer Clique
   ( 4)
Creature — Faerie Soldier
(3/2)
Flying : Put Fencer Clique on top of its owner's library.
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Fencer's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1 and have first strike.
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Fencing Ace
  ( 2)
Creature — Human Soldier
(1/1)
Double strike (This creature deals both first-strike and regular combat damage.)
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Fend Off
  ( 2)
Instant
Prevent all combat damage that would be dealt by target creature this turn. Cycling ( , Discard this card: Draw a card.)
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Fendeep Summoner
  ( 5)
Creature — Treefolk Shaman
(3/5)
: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
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Feral Animist
   ( 3)
Creature — Goblin Shaman
(2/1)
: Feral Animist gets +X/+0 until end of turn, where X is its power.
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Feral Contest
  ( 4)
Sorcery
Put a +1/+1 counter on target creature you control. Another target creature blocks it this turn if able.
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Feral Deceiver
  ( 4)
Creature — Spirit
(3/2)
: Look at the top card of your library.
: Reveal the top card of your library. If it's a land card, Feral Deceiver gets +2/+2 and gains trample until end of turn. Activate this ability only once each turn.
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Feral Hydra
  ( 1)
Creature — Hydra Beast
(0/0)
Feral Hydra enters the battlefield with X +1/+1 counters on it. : Put a +1/+1 counter on Feral Hydra. Any player may activate this ability.
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Feral Incarnation
  ( 9)
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Create three 3/3 green Beast creature tokens.
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Feral Instinct
  ( 2)
Instant
Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Feral Invocation
  ( 3)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+2.
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Feral Lightning
    ( 6)
Sorcery
Create three 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step.
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Feral Prowler
  ( 2)
Creature — Cat
(1/3)
When Feral Prowler dies, draw a card.
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Feral Ridgewolf
  ( 3)
Creature — Wolf
(1/2)
Trample  : Feral Ridgewolf gets +2/+0 until end of turn.
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Feral Thallid
    ( 6)
Creature — Fungus
(6/3)
At the beginning of your upkeep, put a spore counter on Feral Thallid. Remove three spore counters from Feral Thallid: Regenerate Feral Thallid.
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Feral Throwback
   ( 6)
Creature — Beast
(3/3)
Amplify 2 (As this creature enters the battlefield, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
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Ferocious Charge
  ( 3)
Instant
Target creature gets +4/+4 until end of turn. Scry 2. (Look at the top two 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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Ferocity
  ( 2)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
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Feroz's Ban
 ( 6)
Artifact
Creature spells cost more to cast.
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Ferropede
 ( 3)
Artifact Creature — Insect
(1/1)
Ferropede can't be blocked. Whenever Ferropede deals combat damage to a player, you may remove a counter from target permanent.
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Ferrovore
  ( 3)
Creature — Beast
(2/2)
, Sacrifice an artifact: Ferrovore gets +3/+0 until end of turn.
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