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The Dark Barony
( 0)
Plane — Ulgrotha
Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life. Whenever you roll , each opponent discards a card.
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The Dead Shall Serve
( 0)
Scheme
When you set this scheme in motion, for each opponent, put up to one target creature card from that player's graveyard onto the battlefield under your control. Each of those creatures attacks its owner each combat if able.
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The Eldest Reborn
  ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent sacrifices a creature or planeswalker. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.
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The Eon Fog
( 0)
Plane — Equilor
Players skip their untap steps. Whenever you roll , untap all permanents you control.
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The Fallen
    ( 4)
Creature — Zombie
(2/3)
At the beginning of your upkeep, The Fallen deals 1 damage to each opponent and planeswalker it has dealt damage to this game.
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The Fallen Apart
   ( 4)
Creature — Zombie
(4/4)
The Fallen Apart enters the battlefield with two arms and two legs. Whenever damage is dealt to The Fallen Apart, remove an arm or a leg from it. The Fallen Apart can't attack if it has no legs and can't block if it has no arms.
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The Fate of the Flammable
( 0)
Scheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to that player. If the player chooses others, this scheme deals 3 damage to each of your other opponents.
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The First Eruption
  ( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The First Eruption deals 1 damage to each creature without flying. II — Add  . III — Sacrifice a Mountain. If you do, The First Eruption deals 3 damage to each creature.
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The Flame of Keld
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.
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The Fourth Sphere
( 0)
Plane — Phyrexia
At the beginning of your upkeep, sacrifice a nonblack creature. Whenever you roll , create a 2/2 black Zombie creature token.
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The Gitrog Monster
   ( 5)
Legendary Creature — Frog Horror
(6/6)
Deathtouch At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land. You may play an additional land on each of your turns. Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
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The Grand Calcutron
  ( 2)
Legendary Artifact
When The Grand Calcutron enters the battlefield, each player's hand becomes a program (an ordered row of revealed cards). Players can only play the first card of their program. If a card would be put into a player's hand from anywhere, that player reveals it and places it anywhere within their program instead. At the beginning of each player's end step, if that player's program has fewer than five cards, they draw cards equal to the difference.
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The Great Aurora
    ( 9)
Sorcery
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
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The Great Forest
( 0)
Plane — Lorwyn
Each creature assigns combat damage equal to its toughness rather than its power. Whenever you roll , creatures you control get +0/+2 and gain trample until end of turn.
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The Hippodrome
( 0)
Plane — Segovia
All creatures get -5/-0. Whenever you roll , you may destroy target creature if its power is 0 or less.
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The Hive
 ( 5)
Artifact
, : Create a 1/1 colorless Insect artifact creature token with flying named Wasp. (It can't be blocked except by creatures with flying or reach.)
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The Immortal Sun
 ( 6)
Legendary Artifact
Players can't activate planeswalkers' loyalty abilities. At the beginning of your draw step, draw an additional card. Spells you cast cost less to cast. Creatures you control get +1/+1.
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The Iron Guardian Stirs
( 0)
Scheme
When you set this scheme in motion, create a 4/6 colorless Golem artifact creature token.
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The Locust God
   ( 6)
Legendary Creature — God
(4/4)
Flying Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste.   : Draw a card, then discard a card.
When The Locust God dies, return it to its owner's hand at the beginning of the next end step.
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The Maelstrom
( 0)
Plane — Alara
When you planeswalk to The Maelstrom or at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you revealed a card but didn't put it onto the battlefield, put it on the bottom of your library. Whenever you roll , return target permanent card from your graveyard to the battlefield.
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The Mending of Dominaria
   ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put the top two cards of your library into your graveyard, then you may return a creature card from your graveyard to your hand. III — Return all land cards from your graveyard to the battlefield, then shuffle your graveyard into your library.
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The Mighty Will Fall
( 0)
Scheme
When you set this scheme in motion, choose an opponent with the highest life total among your opponents. That player loses 7 life.
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The Mimeoplasm
    ( 5)
Legendary Creature — Ooze
(0/0)
As The Mimeoplasm enters the battlefield, you may exile two creature cards from graveyards. If you do, it enters the battlefield as a copy of one of those cards with a number of additional +1/+1 counters on it equal to the power of the other card.
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The Mirari Conjecture
  ( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return target instant card from your graveyard to your hand. II — Return target sorcery card from your graveyard to your hand. III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.
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The Rack
 ( 1)
Artifact
As The Rack enters the battlefield, choose an opponent. At the beginning of the chosen player's upkeep, The Rack deals X damage to that player, where X is 3 minus the number of cards in their hand.
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The Scarab God
   ( 5)
Legendary Creature — God
(5/5)
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.   : Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
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The Scorpion God
   ( 5)
Legendary Creature — God
(6/5)
Whenever a creature with a -1/-1 counter on it dies, draw a card.   : Put a -1/-1 counter on another target creature.
When The Scorpion God dies, return it to its owner's hand at the beginning of the next end step.
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The Unspeakable
    ( 9)
Legendary Creature — Spirit
(6/7)
Flying, trample Whenever The Unspeakable deals combat damage to a player, you may return target Arcane card from your graveyard to your hand.
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The Ur-Dragon
      ( 9)
Legendary Creature — Dragon Avatar
(10/10)
Eminence — As long as The Ur-Dragon is in the command zone or on the battlefield, other Dragon spells you cast cost less to cast. Flying Whenever one or more Dragons you control attack, draw that many cards, then you may put a permanent card from your hand onto the battlefield.
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The Very Soil Shall Shake
( 0)
Ongoing Scheme
(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have trample. When a creature you control dies, abandon this scheme.
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The Wretched
   ( 5)
Creature — Demon
(2/5)
At end of combat, gain control of all creatures blocking The Wretched for as long as you control The Wretched.
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The Zephyr Maze
( 0)
Plane — Kyneth
Creatures with flying get +2/+0. Creatures without flying get -2/-0. Whenever you roll , target creature gains flying until end of turn.
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Theft of Dreams
  ( 3)
Sorcery
Draw a card for each tapped creature target opponent controls.
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Thelon of Havenwood
  ( 2)
Legendary Creature — Elf Druid
(2/2)
Each Fungus creature gets +1/+1 for each spore counter on it.  , Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield.
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Thelonite Hermit
  ( 4)
Creature — Elf Shaman
(1/1)
Saproling creatures get +1/+1. Morph   (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Thelonite Hermit is turned face up, create four 1/1 green Saproling creature tokens.
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Thelonite Monk
   ( 4)
Creature — Insect Monk Cleric
(1/2)
, Sacrifice a green creature: Target land becomes a Forest. (This effect lasts indefinitely.)
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Thelon's Chant
   ( 3)
Enchantment
At the beginning of your upkeep, sacrifice Thelon's Chant unless you pay . Whenever a player puts a Swamp onto the battlefield, Thelon's Chant deals 3 damage to that player unless the player puts a -1/-1 counter on a creature they control.
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Thelon's Curse
  ( 2)
Enchantment
Blue creatures don't untap during their controllers' untap steps. At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay for each creature chosen this way. If the player does, untap those creatures.
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There Is No Refuge
( 0)
Scheme
When you set this scheme in motion, it deals 3 damage to up to one target creature. Create a 3/3 black Horror creature token.
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Thermal Blast
  ( 5)
Instant
Thermal Blast deals 3 damage to target creature. Threshold — Thermal Blast deals 5 damage to that creature instead if seven or more cards are in your graveyard.
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Thermal Flux
 ( 1)
Instant
Choose one — • Target nonsnow permanent becomes snow until end of turn. • Target snow permanent isn't snow until end of turn. Draw a card at the beginning of the next turn's upkeep.
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Thermal Glider
  ( 3)
Creature — Human Rebel
(2/1)
Flying, protection from red
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Thermal Navigator
 ( 3)
Artifact Creature — Construct
(2/2)
Sacrifice an artifact: Thermal Navigator gains flying until end of turn.
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Thermo-Alchemist
  ( 2)
Creature — Human Shaman
(0/3)
Defender : Thermo-Alchemist deals 1 damage to each opponent.
Whenever you cast an instant or sorcery spell, untap Thermo-Alchemist.
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Thermokarst
   ( 3)
Sorcery
Destroy target land. If that land was a snow land, you gain 1 life.
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Thermopod
  ( 5)
Snow Creature — Slug
(4/3)
: Thermopod gains haste until end of turn. ( can be paid with one mana from a snow permanent.)
Sacrifice a creature: Add .
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Thicket Basilisk
   ( 5)
Creature — Basilisk
(2/4)
Whenever Thicket Basilisk blocks or becomes blocked by a non-Wall creature, destroy that creature at end of combat.
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Thick-Skinned Goblin
  ( 2)
Creature — Goblin Shaman
(2/1)
You may pay rather than pay the echo cost for permanents you control. : Thick-Skinned Goblin gains protection from red until end of turn.
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Thief of Blood
   ( 6)
Creature — Vampire
(1/1)
Flying As Thief of Blood enters the battlefield, remove all counters from all permanents. Thief of Blood enters the battlefield with a +1/+1 counter on it for each counter removed this way.
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Thief of Hope
  ( 3)
Creature — Spirit
(2/2)
Whenever you cast a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life. Soulshift 2 (When this creature dies, you may return target Spirit card with converted mana cost 2 or less from your graveyard to your hand.)
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Thief of Sanity
   ( 3)
Creature — Specter
(2/2)
Flying Whenever Thief of Sanity deals combat damage to a player, look at the top three cards of that player's library, exile one of them face down, then put the rest into their graveyard. You may look at and cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.
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Thieves' Auction
    ( 7)
Sorcery
Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.
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Thieves' Fortune
  ( 3)
Tribal Instant — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Thieving Magpie
   ( 4)
Creature — Bird
(1/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever Thieving Magpie deals damage to an opponent, draw a card.
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Thieving Sprite
  ( 3)
Creature — Faerie Rogue
(1/1)
Flying When Thieving Sprite enters the battlefield, target player reveals X cards from their hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card.
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Thing from the Deep
    ( 9)
Creature — Leviathan
(9/9)
Whenever Thing from the Deep attacks, sacrifice it unless you sacrifice an Island.
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Thing in the Ice
  ( 2)
Creature — Horror
(0/4)
Defender Thing in the Ice enters the battlefield with four ice counters on it. Whenever you cast an instant or sorcery spell, remove an ice counter from Thing in the Ice. Then if it has no ice counters on it, transform it.
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Think Tank
  ( 3)
Enchantment
At the beginning of your upkeep, look at the top card of your library. You may put that card into your graveyard.
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Think Twice
  ( 2)
Instant
Draw a card. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Thirst
  ( 3)
Enchantment — Aura
Enchant creature When Thirst enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, sacrifice Thirst unless you pay .
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Thirst for Knowledge
  ( 3)
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
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Thirsting Axe
 ( 3)
Artifact — Equipment
Equipped creature gets +4/+0. At the beginning of your end step, if equipped creature didn't deal combat damage to a creature this turn, sacrifice it. Equip 
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This World Belongs to Me
( 0)
Scheme
When you set this scheme in motion, draw two cards. You may play an additional land this turn.
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Thistledown Duo
  ( 3)
Creature — Kithkin Soldier Wizard
(2/2)
Whenever you cast a white spell, Thistledown Duo gets +1/+1 until end of turn. Whenever you cast a blue spell, Thistledown Duo gains flying until end of turn.
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Thistledown Liege
    ( 4)
Creature — Kithkin Knight
(1/3)
Flash Other white creatures you control get +1/+1. Other blue creatures you control get +1/+1.
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Thopter Arrest
  ( 3)
Enchantment
When Thopter Arrest enters the battlefield, exile target artifact or creature an opponent controls until Thopter Arrest leaves the battlefield.
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Thopter Assembly
 ( 6)
Artifact Creature — Thopter
(5/5)
Flying At the beginning of your upkeep, if you control no Thopters other than Thopter Assembly, return Thopter Assembly to its owner's hand and create five 1/1 colorless Thopter artifact creature tokens with flying.
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Thopter Engineer
  ( 3)
Creature — Human Artificer
(1/3)
When Thopter Engineer enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying. Artifact creatures you control have haste. (They can attack and as soon as they come under your control.)
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Thopter Foundry
  ( 2)
Artifact
, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.
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Thopter Spy Network
   ( 4)
Enchantment
At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying. Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.
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Thopter Squadron
 ( 5)
Artifact Creature — Thopter
(0/0)
Flying Thopter Squadron enters the battlefield with three +1/+1 counters on it. , Remove a +1/+1 counter from Thopter Squadron: Create a 1/1 colorless Thopter artifact creature token with flying. Activate this ability only any time you could cast a sorcery.
, Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Activate this ability only any time you could cast a sorcery.
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Thorn Elemental
   ( 7)
Creature — Elemental
(7/7)
You may have Thorn Elemental assign its combat damage as though it weren't blocked.
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Thorn Lieutenant
  ( 2)
Creature — Elf Warrior
(2/3)
Whenever Thorn Lieutenant becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token.  : Thorn Lieutenant gets +4/+4 until end of turn.
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Thorn of the Black Rose
  ( 4)
Creature — Human Assassin
(1/3)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When Thorn of the Black Rose enters the battlefield, you become the monarch.
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Thorn Thallid
   ( 3)
Creature — Fungus
(2/2)
At the beginning of your upkeep, put a spore counter on Thorn Thallid. Remove three spore counters from Thorn Thallid: Thorn Thallid deals 1 damage to any target.
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Thornbite Staff
 ( 2)
Tribal Artifact — Shaman Equipment
Equipped creature has " , : This creature deals 1 damage to any target" and "Whenever a creature dies, untap this creature." Whenever a Shaman creature enters the battlefield, you may attach Thornbite Staff to it. Equip 
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Thornbow Archer
 ( 1)
Creature — Elf Archer
(1/2)
Whenever Thornbow Archer attacks, each opponent who doesn't control an Elf loses 1 life.
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Thorncaster Sliver
  ( 5)
Creature — Sliver
(2/2)
Sliver creatures you control have "Whenever this creature attacks, it deals 1 damage to any target."
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Thorned Moloch
  ( 3)
Creature — Lizard
(2/2)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Thorned Moloch has first strike as long as it's attacking.
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Thornling
   ( 5)
Creature — Elemental Shapeshifter
(4/4)
: Thornling gains haste until end of turn.
: Thornling gains trample until end of turn.
: Thornling gains indestructible until end of turn.
: Thornling gets +1/-1 until end of turn.
: Thornling gets -1/+1 until end of turn.
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Thornscape Familiar
  ( 2)
Creature — Insect
(2/1)
Red spells and white spells you cast cost less to cast.
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Thorn-Thrash Viashino
  ( 4)
Creature — Viashino Warrior
(2/2)
Devour 2 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with twice that many +1/+1 counters on it.) : Thorn-Thrash Viashino gains trample until end of turn.
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Thorntooth Witch
  ( 6)
Creature — Treefolk Shaman
(3/4)
Whenever you cast a Treefolk spell, you may have target creature get +3/-3 until end of turn.
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Thornwatch Scarecrow
 ( 6)
Artifact Creature — Scarecrow
(4/4)
Thornwatch Scarecrow has wither as long as you control a green creature. (It deals damage to creatures in the form of -1/-1 counters.) Thornwatch Scarecrow has vigilance as long as you control a white creature.
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Thornweald Archer
  ( 2)
Creature — Elf Archer
(2/1)
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Thornwind Faeries
   ( 3)
Creature — Faerie
(1/1)
Flying : Thornwind Faeries deals 1 damage to any target.
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Thornwood Falls
( 0)
Land
Thornwood Falls enters the battlefield tapped. When Thornwood Falls enters the battlefield, you gain 1 life. : Add or .
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