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Teferi's Protection
  ( 3)
Instant
Until your next turn, your life total can't change and you have protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.
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Teferi's Puzzle Box
 ( 4)
Artifact
At the beginning of each player's draw step, that player puts the cards in their hand on the bottom of their library in any order, then draws that many cards.
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Teferi's Realm
   ( 3)
World Enchantment
At the beginning of each player's upkeep, that player chooses artifact, creature, land, or non-Aura enchantment. All nontoken permanents of that type phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
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Teferi's Response
  ( 2)
Instant
Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards.
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Teferi's Sentinel
 ( 5)
Artifact Creature — Golem
(2/6)
As long as you control a Teferi planeswalker, Teferi's Sentinel gets +4/+0.
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Teferi's Veil
  ( 2)
Enchantment
Whenever a creature you control attacks, it phases out at end of combat. (While it's phased out, it's treated as though it doesn't exist. It phases in before you untap during your next untap step.)
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Tek
 ( 5)
Artifact Creature — Dragon
(2/2)
Tek gets +0/+2 as long as you control a Plains, has flying as long as you control an Island, gets +2/+0 as long as you control a Swamp, has first strike as long as you control a Mountain, and has trample as long as you control a Forest.
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Telekinesis
  ( 2)
Instant
Tap target creature. Prevent all combat damage that would be dealt by that creature this turn. It doesn't untap during its controller's next two untap steps.
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Telemin Performance
   ( 5)
Sorcery
Target opponent reveals cards from the top of their library until they reveal a creature card. That player puts all noncreature cards revealed this way into their graveyard, then you put the creature card onto the battlefield under your control.
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Telepathic Spies
  ( 3)
Creature — Human Wizard
(2/2)
When Telepathic Spies enters the battlefield, look at target opponent's hand.
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Telepathy
 ( 1)
Enchantment
Your opponents play with their hands revealed.
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Teleport
   ( 3)
Instant
Cast this spell only during the declare attackers step. Target creature can't be blocked this turn.
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Teleportal
  ( 2)
Sorcery
Target creature you control gets +1/+0 until end of turn and can't be blocked this turn. Overload   (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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Telethopter
 ( 4)
Artifact Creature — Thopter
(3/1)
Tap an untapped creature you control: Telethopter gains flying until end of turn.
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Telim'Tor
  ( 5)
Legendary Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.
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Telim'Tor's Darts
 ( 2)
Artifact
, : Telim'Tor's Darts deals 1 damage to target player or planeswalker.
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Telim'Tor's Edict
 ( 1)
Instant
Exile target permanent you own or control. Draw a card at the beginning of the next turn's upkeep.
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Tel-Jilad Archers
  ( 5)
Creature — Elf Archer
(2/4)
Protection from artifacts; reach (This creature can block creatures with flying.)
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Tel-Jilad Defiance
  ( 2)
Instant
Target creature gains protection from artifacts until end of turn. Draw a card.
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Tel-Jilad Exile
  ( 4)
Creature — Troll Warrior
(2/3)
 : Regenerate Tel-Jilad Exile.
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Tel-Jilad Fallen
   ( 4)
Creature — Elf Warrior
(3/1)
Protection from artifacts Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Tel-Jilad Justice
  ( 2)
Instant
Destroy target artifact. 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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Tel-Jilad Stylus
 ( 1)
Artifact
: Put target permanent you own on the bottom of your library.
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Tel-Jilad Wolf
  ( 3)
Creature — Wolf
(2/2)
Whenever Tel-Jilad Wolf becomes blocked by an artifact creature, Tel-Jilad Wolf gets +3/+3 until end of turn.
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Teller of Tales
   ( 5)
Creature — Spirit
(3/3)
Flying Whenever you cast a Spirit or Arcane spell, you may tap or untap target creature.
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Telling Time
  ( 2)
Instant
Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library.
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Tember City
( 0)
Plane — Kinshala
Whenever a player taps a land for mana, Tember City deals 1 damage to that player. Whenever you roll , each other player sacrifices a nonland permanent.
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Temp of the Damned
  ( 3)
Creature — Zombie
(3/3)
As Temp of the Damned enters the battlefield, roll a six-sided die. Temp of the Damned enters the battlefield with a number of funk counters on it equal to the result. At the beginning of your upkeep, remove a funk counter from Temp of the Damned. If you can't, sacrifice it.
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Temper
   ( 2)
Instant
Prevent the next X damage that would be dealt to target creature this turn. For each 1 damage prevented this way, put a +1/+1 counter on that creature.
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Tempered Steel
   ( 3)
Enchantment
Artifact creatures you control get +2/+2.
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Tempest Caller
   ( 4)
Creature — Merfolk Wizard
(2/3)
When Tempest Caller enters the battlefield, tap all creatures target opponent controls.
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Tempest Djinn
   ( 3)
Creature — Djinn
(0/4)
Flying Tempest Djinn gets +1/+0 for each basic Island you control.
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Tempest Efreet
    ( 4)
Creature — Efreet
(3/3)
Remove Tempest Efreet from your deck before playing if you're not playing for ante. , Sacrifice Tempest Efreet: Target opponent may pay 10 life. If that player doesn't, they reveal a card at random from their hand. Exchange ownership of the revealed card and Tempest Efreet. Put the revealed card into your hand and Tempest Efreet from anywhere into that player's graveyard. This change in ownership is permanent.
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Tempest Owl
  ( 2)
Creature — Bird
(1/2)
Kicker  (You may pay an additional  as you cast this spell.) Flying When Tempest Owl enters the battlefield, if it was kicked, tap up to three target permanents.
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Temple Acolyte
  ( 2)
Creature — Human Cleric
(1/3)
When Temple Acolyte enters the battlefield, you gain 3 life.
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Temple Altisaur
  ( 5)
Creature — Dinosaur
(3/4)
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
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Temple Elder
  ( 3)
Creature — Human Cleric
(1/2)
: You gain 1 life. Activate this ability only during your turn, before attackers are declared.
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Temple Garden
( 0)
Land — Forest Plains
( : Add or .) As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
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Temple of Abandon
( 0)
Land
Temple of Abandon enters the battlefield tapped. When Temple of Abandon enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Aclazotz
( 0)
Legendary Land
(Transforms from Arguel's Blood Fast.) : Add .
, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.
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Temple of Deceit
( 0)
Land
Temple of Deceit enters the battlefield tapped. When Temple of Deceit enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Enlightenment
( 0)
Land
Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Epiphany
( 0)
Land
Temple of Epiphany enters the battlefield tapped. When Temple of Epiphany enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Malady
( 0)
Land
Temple of Malady enters the battlefield tapped. When Temple of Malady enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Malice
( 0)
Land
Temple of Malice enters the battlefield tapped. When Temple of Malice enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Mystery
( 0)
Land
Temple of Mystery enters the battlefield tapped. When Temple of Mystery enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Plenty
( 0)
Land
Temple of Plenty enters the battlefield tapped. When Temple of Plenty enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Silence
( 0)
Land
Temple of Silence enters the battlefield tapped. When Temple of Silence enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temple of Triumph
( 0)
Land
Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) : Add or .
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Temporal Aperture
 ( 2)
Artifact
, : Shuffle your library, then reveal the top card. Until end of turn, for as long as that card remains on top of your library, play with the top card of your library revealed and you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
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Temporal Cascade
   ( 7)
Sorcery
Choose one — • Each player shuffles their hand and graveyard into their library. • Each player draws seven cards. Entwine (Choose both if you pay the entwine cost.)
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Temporal Distortion
   ( 5)
Enchantment
Whenever a creature or land becomes tapped, put an hourglass counter on it. Each permanent with an hourglass counter on it doesn't untap during its controller's untap step. At the beginning of each player's upkeep, remove all hourglass counters from permanents that player controls.
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Temporal Eddy
   ( 4)
Sorcery
Put target creature or land on top of its owner's library.
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Temporal Extortion
    ( 4)
Sorcery
When you cast this spell, any player may pay half their life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one.
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Temporal Fissure
  ( 5)
Sorcery
Return target permanent to its owner's hand. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Temporal Isolation
  ( 2)
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has shadow. (It can block or be blocked by only creatures with shadow.) Prevent all damage that would be dealt by enchanted creature.
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Temporal Machinations
  ( 3)
Sorcery
Return target creature to its owner's hand. If you control an artifact, draw a card.
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Temporal Mastery
   ( 7)
Sorcery
Take an extra turn after this one. Exile Temporal Mastery. Miracle  (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Temporal Spring
   ( 3)
Sorcery
Put target permanent on top of its owner's library.
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Temporal Trespass
    ( 11)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Take an extra turn after this one. Exile Temporal Trespass.
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Temporary Insanity
  ( 4)
Instant
Untap target creature with power less than the number of cards in your graveyard and gain control of it until end of turn. That creature gains haste until end of turn.
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Temporary Truce
  ( 2)
Sorcery
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
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Tempt with Discovery
  ( 4)
Sorcery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles it.
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Tempt with Glory
  ( 6)
Sorcery
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature they control. For each opponent who does, put a +1/+1 counter on each creature you control.
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Tempt with Immortality
  ( 5)
Sorcery
Tempting offer — Return a creature card from your graveyard to the battlefield. Each opponent may return a creature card from their graveyard to the battlefield. For each opponent who does, return a creature card from your graveyard to the battlefield.
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Tempt with Reflections
  ( 4)
Sorcery
Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.
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Tempt with Vengeance
  ( 1)
Sorcery
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
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Tempting Licid
  ( 3)
Creature — Licid
(2/2)
, : Tempting Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
All creatures able to block enchanted creature do so.
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Tempting Wurm
  ( 2)
Creature — Wurm
(5/5)
When Tempting Wurm enters the battlefield, each opponent may put any number of artifact, creature, enchantment, and/or land cards from their hand onto the battlefield.
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Temur Ascendancy
   ( 3)
Enchantment
Creatures you control have haste. Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.
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Temur Battle Rage
  ( 2)
Instant
Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.) Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
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Temur Charger
  ( 2)
Creature — Horse
(3/1)
Morph—Reveal a green card in your 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 Temur Charger is turned face up, target creature gains trample until end of turn.
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Temur Charm
   ( 3)
Instant
Choose one — • Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control. • Counter target spell unless its controller pays . • Creatures with power 3 or less can't block this turn.
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Temur Runemark
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has trample as long as you control a blue or red permanent.
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Temur War Shaman
   ( 6)
Creature — Human Shaman
(4/5)
When Temur War Shaman enters the battlefield, manifest the top card of your library. (Put that card 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.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control.
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Tenacious Dead
 ( 1)
Creature — Skeleton Warrior
(1/1)
When Tenacious Dead dies, you may pay  . If you do, return it to the battlefield tapped under its owner's control.
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Tenacious Hunter
   ( 4)
Creature — Crocodile
(4/4)
As long as a creature has a -1/-1 counter on it, Tenacious Hunter has vigilance and deathtouch.
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Tenacity
  ( 4)
Instant
Creatures you control get +1/+1 and gain lifelink until end of turn. Untap those creatures.
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Tendershoot Dryad
  ( 5)
Creature — Dryad
(2/2)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.
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Tendo Ice Bridge
( 0)
Land
Tendo Ice Bridge enters the battlefield with a charge counter on it. : Add .
, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color.
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Tendrils of Agony
   ( 4)
Sorcery
Target player loses 2 life and you gain 2 life. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Tendrils of Corruption
  ( 4)
Instant
Tendrils of Corruption deals X damage to target creature and you gain X life, where X is the number of Swamps you control.
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Tendrils of Despair
 ( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Target opponent discards two cards.
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Teneb, the Harvester
    ( 6)
Legendary Creature — Dragon
(6/6)
Flying Whenever Teneb, the Harvester deals combat damage to a player, you may pay  . If you do, put target creature card from a graveyard onto the battlefield under your control.
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Tenth District Guard
  ( 2)
Creature — Human Soldier
(2/2)
When Tenth District Guard enters the battlefield, target creature gets +0/+1 until end of turn.
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