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Fertile Ground
  ( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Fertile Imagination
   ( 4)
Sorcery
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way. (Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.)
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Fertile Thicket
( 0)
Land
Fertile Thicket enters the battlefield tapped. When Fertile Thicket enters the battlefield, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. : Add .
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Fertilid
  ( 3)
Creature — Elemental
(0/0)
Fertilid enters the battlefield with two +1/+1 counters on it.  , Remove a +1/+1 counter from Fertilid: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles their library.
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Fervent Cathar
  ( 3)
Creature — Human Knight
(2/1)
Haste When Fervent Cathar enters the battlefield, target creature can't block this turn.
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Fervent Charge
    ( 4)
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
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Fervent Denial
   ( 5)
Instant
Counter target spell. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Fervent Paincaster
  ( 3)
Creature — Human Wizard
(3/1)
: Fervent Paincaster deals 1 damage to target player or planeswalker.
, Exert Fervent Paincaster: It deals 1 damage to target creature. (An exerted creature won't untap during your next untap step.)
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Fervent Strike
 ( 1)
Instant
Target creature gets +1/+0 and gains first strike and haste until end of turn.
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Fervor
  ( 3)
Enchantment
Creatures you control have haste. (They can attack and as soon as they come under your control.)
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Festercreep
  ( 2)
Creature — Elemental
(0/0)
Festercreep enters the battlefield with a +1/+1 counter on it.  , Remove a +1/+1 counter from Festercreep: All other creatures get -1/-1 until end of turn.
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Festergloom
  ( 3)
Sorcery
Nonblack creatures get -1/-1 until end of turn.
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Festerhide Boar
  ( 4)
Creature — Boar
(3/3)
Trample Morbid — Festerhide Boar enters the battlefield with two +1/+1 counters on it if a creature died this turn.
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Festering Evil
   ( 5)
Enchantment
At the beginning of your upkeep, Festering Evil deals 1 damage to each creature and each player.  , Sacrifice Festering Evil: It deals 3 damage to each creature and each player.
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Festering Goblin
 ( 1)
Creature — Zombie Goblin
(1/1)
When Festering Goblin dies, target creature gets -1/-1 until end of turn.
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Festering Mummy
 ( 1)
Creature — Zombie
(1/1)
When Festering Mummy dies, you may put a -1/-1 counter on target creature.
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Festering Newt
 ( 1)
Creature — Salamander
(1/1)
When Festering Newt dies, target creature an opponent controls gets -1/-1 until end of turn. That creature gets -4/-4 instead if you control a creature named Bogbrew Witch.
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Festering Wound
  ( 2)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on Festering Wound. At the beginning of the upkeep of enchanted creature's controller, Festering Wound deals X damage to that player, where X is the number of infection counters on Festering Wound.
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Festival
 ( 1)
Instant
Cast this spell only during an opponent's upkeep. Creatures can't attack this turn.
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Fetid Horror
  ( 4)
Creature — Shade Horror
(1/2)
: Fetid Horror gets +1/+1 until end of turn.
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Fetid Imp
  ( 2)
Creature — Imp
(1/2)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Fetid Imp gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Fettergeist
  ( 3)
Creature — Spirit
(3/4)
Flying At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
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Feudkiller's Verdict
   ( 6)
Tribal Sorcery — Giant
You gain 10 life. Then if you have more life than an opponent, create a 5/5 white Giant Warrior creature token.
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Fever Charm
 ( 1)
Instant
Choose one — • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature.
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Fevered Strength
  ( 3)
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Fevered Visions
   ( 3)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to that player.
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Fibrous Entangler
( 0)
Creature — Eldrazi Werewolf
(4/6)
Vigilance Fibrous Entangler must be blocked if able. Fibrous Entangler can block an additional creature each combat.
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Fickle Efreet
  ( 4)
Creature — Efreet
(5/2)
Whenever Fickle Efreet attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of Fickle Efreet.
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Fiddlehead Kami
  ( 5)
Creature — Spirit
(3/3)
Whenever you cast a Spirit or Arcane spell, regenerate Fiddlehead Kami.
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Field Marshal
   ( 3)
Creature — Human Soldier
(2/2)
Other Soldier creatures get +1/+1 and have first strike. (They deal combat damage before creatures without first strike.)
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Field of Dreams
 ( 1)
World Enchantment
Players play with the top card of their libraries revealed.
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Field of Reality
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by Spirits.  : Return Field of Reality to its owner's hand.
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Field of Souls
   ( 4)
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
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Field Surgeon
  ( 2)
Creature — Human Cleric
(1/1)
Tap an untapped creature you control: Prevent the next 1 damage that would be dealt to target creature this turn.
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Fieldmist Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Fieldmist Borderpost enters the battlefield tapped. : Add or .
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Fields of Summer
( 0)
Plane — Moag
Whenever a player casts a spell, that player may gain 2 life. Whenever you roll , you may gain 10 life.
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Fiend Binder
  ( 4)
Creature — Human Soldier
(3/2)
Whenever Fiend Binder attacks, tap target creature defending player controls.
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Fiend Hunter
   ( 3)
Creature — Human Cleric
(1/3)
When Fiend Hunter enters the battlefield, you may exile another target creature. When Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Fiend of the Shadows
   ( 5)
Creature — Vampire Wizard
(3/3)
Flying Whenever Fiend of the Shadows deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate Fiend of the Shadows.
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Fiendslayer Paladin
   ( 3)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Fiendslayer Paladin can't be the target of black or red spells your opponents control.
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Fierce Empath
  ( 3)
Creature — Elf
(1/1)
When Fierce Empath enters the battlefield, you may search your library for a creature card with converted mana cost 6 or greater, reveal it, put it into your hand, then shuffle your library.
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Fierce Invocation
  ( 5)
Sorcery
Manifest the top card of your library, then put two +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
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Fiery Bombardment
  ( 2)
Enchantment
Chroma — , Sacrifice a creature: Fiery Bombardment deals damage to any target equal to the number of red mana symbols in the sacrificed creature's mana cost.
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Fiery Cannonade
  ( 3)
Instant
Fiery Cannonade deals 2 damage to each non-Pirate creature.
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Fiery Conclusion
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Fiery Conclusion deals 5 damage to target creature.
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Fiery Confluence
   ( 4)
Sorcery
Choose three. You may choose the same mode more than once. • Fiery Confluence deals 1 damage to each creature. • Fiery Confluence deals 2 damage to each opponent. • Destroy target artifact.
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Fiery Finish
   ( 6)
Sorcery
Fiery Finish deals 7 damage to target creature.
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Fiery Gambit
  ( 3)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
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Fiery Hellhound
   ( 3)
Creature — Elemental Hound
(2/2)
: Fiery Hellhound gets +1/+0 until end of turn.
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Fiery Impulse
 ( 1)
Instant
Fiery Impulse deals 2 damage to target creature. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage to that creature instead.
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Fiery Intervention
  ( 5)
Sorcery
Choose one — • Fiery Intervention deals 5 damage to target creature. • Destroy target artifact.
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Fiery Justice
   ( 3)
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of targets. Target opponent gains 5 life.
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Fiery Mantle
  ( 2)
Enchantment — Aura
Enchant creature : Enchanted creature gets +1/+0 until end of turn.
When Fiery Mantle is put into a graveyard from the battlefield, return Fiery Mantle to its owner's hand.
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Fiery Temper
   ( 3)
Instant
Fiery Temper deals 3 damage to any target. 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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Prepare // Fight (Fight)
  ( 4)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature you control fights target creature an opponent controls.
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Fight or Flight
  ( 4)
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
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Fighting Chance
 ( 1)
Instant
For each blocking creature, flip a coin. If you win the flip, prevent all combat damage that would be dealt by that creature this turn.
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Figure of Destiny Avatar
( 0)
Vanguard
(+0/+3)
: Put a +1/+1 counter on target creature with fewer than X +1/+1 counters on it.
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Filigree Angel
    ( 8)
Artifact Creature — Angel
(4/4)
Flying When Filigree Angel enters the battlefield, you gain 3 life for each artifact you control.
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Filigree Crawler
 ( 4)
Artifact Creature — Insect
(2/2)
When Filigree Crawler dies, create a 1/1 colorless Thopter artifact creature token with flying.
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Filigree Familiar
 ( 3)
Artifact Creature — Fox
(2/2)
When Filigree Familiar enters the battlefield, you gain 2 life. When Filigree Familiar dies, draw a card.
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Filigree Fracture
  ( 3)
Instant
Destroy target artifact or enchantment. If that permanent was blue or black, draw a card.
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Filigree Sages
  ( 4)
Artifact Creature — Vedalken Wizard
(2/3)
 : Untap target artifact.
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Fill with Fright
  ( 4)
Sorcery
Target player discards two cards. 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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Filth
  ( 4)
Creature — Incarnation
(2/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as Filth is in your graveyard and you control a Swamp, creatures you control have swampwalk.
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Filthy Cur
  ( 2)
Creature — Hound
(2/2)
Whenever Filthy Cur is dealt damage, you lose that much life.
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Final Fortune
  ( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Final Iteration
( 0)
Creature — Eldrazi Insect
(6/5)
Flying Wizards you control get +2/+1 and have flying. Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
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Final Parting
   ( 5)
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle your library.
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Final Punishment
   ( 5)
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
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Final Revels
  ( 5)
Sorcery
Choose one — • All creatures get +2/+0 until end of turn. • All creatures get -0/-2 until end of turn.
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Final Strike
   ( 4)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Final Strike deals damage to target opponent or planeswalker equal to the sacrificed creature's power.
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Find // Finality (Finality)
   ( 6)
Sorcery
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
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Final-Sting Faerie
  ( 4)
Creature — Faerie Assassin
(2/2)
Flying When Final-Sting Faerie enters the battlefield, destroy target creature that was dealt damage this turn.
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Finders, Keepers
  ( 6)
Sorcery
Destroy target creature, then assemble a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Finest Hour
    ( 5)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
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Start // Finish (Finish)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) As an additional cost to cast Finish, sacrifice a creature. Destroy target creature.
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Fire // Ice (Fire)
  ( 2)
Instant
Fire deals 2 damage divided as you choose among one or two targets.
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Fire Ambush
  ( 2)
Sorcery
Fire Ambush deals 3 damage to any target.
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Fire and Brimstone
   ( 5)
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
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Fire Ants
  ( 3)
Creature — Insect
(2/1)
: Fire Ants deals 1 damage to each other creature without flying.
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Fire at Will
   ( 3)
Instant
Fire at Will deals 3 damage divided as you choose among one, two, or three target attacking or blocking creatures.
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Fire Bowman
 ( 1)
Creature — Human Soldier Archer
(1/1)
Sacrifice Fire Bowman: It deals 1 damage to any target. Activate this ability only during your turn, before attackers are declared.
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Fire Covenant
   ( 3)
Instant
As an additional cost to cast this spell, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures.
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