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Trial of Knowledge
  ( 4)
Enchantment
When Trial of Knowledge enters the battlefield, draw three cards, then discard a card. When a Cartouche enters the battlefield under your control, return Trial of Knowledge to its owner's hand.
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Trial of Solidarity
  ( 3)
Enchantment
When Trial of Solidarity enters the battlefield, creatures you control get +2/+1 and gain vigilance until end of turn. When a Cartouche enters the battlefield under your control, return Trial of Solidarity to its owner's hand.
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Trial of Strength
  ( 3)
Enchantment
When Trial of Strength enters the battlefield, create a 4/2 green Beast creature token. When a Cartouche enters the battlefield under your control, return Trial of Strength to its owner's hand.
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Trial of Zeal
  ( 3)
Enchantment
When Trial of Zeal enters the battlefield, it deals 3 damage to any target. When a Cartouche enters the battlefield under your control, return Trial of Zeal to its owner's hand.
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Triangle of War
 ( 1)
Artifact
, Sacrifice Triangle of War: Target creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Triassic Egg
 ( 4)
Artifact
, : Put a hatchling counter on Triassic Egg.
Sacrifice Triassic Egg: Choose one — • You may put a creature card from your hand onto the battlefield. Activate this ability only if two or more hatchling counters are on Triassic Egg. • Return target creature card from your graveyard to the battlefield. Activate this ability only if two or more hatchling counters are on Triassic Egg.
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Tribal Flames
  ( 2)
Sorcery
Domain — Tribal Flames deals X damage to any target, where X is the number of basic land types among lands you control.
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Tribal Forcemage
  ( 2)
Creature — Elf Wizard
(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 Tribal Forcemage is turned face up, creatures of the creature type of your choice get +2/+2 and gain trample until end of turn.
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Tribal Golem
 ( 6)
Artifact Creature — Golem
(4/4)
Tribal Golem has trample as long as you control a Beast, haste as long as you control a Goblin, first strike as long as you control a Soldier, flying as long as you control a Wizard, and " : Regenerate Tribal Golem" as long as you control a Zombie.
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Tribal Unity
   ( 3)
Instant
Creatures of the creature type of your choice get +X/+X until end of turn.
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Tribute to Hunger
  ( 3)
Instant
Target opponent sacrifices a creature. You gain life equal to that creature's toughness.
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Trickbind
  ( 2)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
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Trickery Charm
 ( 1)
Instant
Choose one — • Target creature gains flying until end of turn. • Target creature becomes the creature type of your choice until end of turn. • Look at the top four cards of your library, then put them back in any order.
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Tricks of the Trade
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+0 and can't be blocked.
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Trickster Mage
 ( 1)
Creature — Human Spellshaper
(1/1)
, , Discard a card: You may tap or untap target artifact, creature, or land.
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Triclopean Sight
  ( 2)
Enchantment — Aura
Flash Enchant creature When Triclopean Sight enters the battlefield, untap enchanted creature. Enchanted creature gets +1/+1 and has vigilance.
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Trinket Mage
  ( 3)
Creature — Human Wizard
(2/2)
When Trinket Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 1 or less, reveal that card, and put it into your hand. If you do, shuffle your library.
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Trip Wire
  ( 3)
Sorcery
Destroy target creature with horsemanship.
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Triplicate Spirits
   ( 6)
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 1/1 white Spirit creature tokens with flying. (They can't be blocked except by creatures with flying or reach.)
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Triskaidekaphobia
  ( 4)
Enchantment
At the beginning of your upkeep, choose one — • Each player with exactly 13 life loses the game, then each player gains 1 life. • Each player with exactly 13 life loses the game, then each player loses 1 life.
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Triskelavus
 ( 7)
Artifact Creature — Construct
(1/1)
Flying Triskelavus enters the battlefield with three +1/+1 counters on it. , Remove a +1/+1 counter from Triskelavus: Create a 1/1 colorless Triskelavite artifact creature token with flying. It has "Sacrifice this creature: This creature deals 1 damage to any target."
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Triskelion
 ( 6)
Artifact Creature — Construct
(1/1)
Triskelion enters the battlefield with three +1/+1 counters on it. Remove a +1/+1 counter from Triskelion: It deals 1 damage to any target.
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Triton Cavalry
  ( 4)
Creature — Merfolk Soldier
(2/4)
Heroic — Whenever you cast a spell that targets Triton Cavalry, you may return target enchantment to its owner's hand.
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Triton Fortune Hunter
  ( 3)
Creature — Merfolk Soldier
(2/2)
Heroic — Whenever you cast a spell that targets Triton Fortune Hunter, draw a card.
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Triton Tactics
 ( 1)
Instant
Up to two target creatures each get +0/+3 until end of turn. Untap those creatures. At this turn's next end of combat, tap each creature that was blocked by one of those creatures this turn and it doesn't untap during its controller's next untap step.
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Triumph of Cruelty
  ( 3)
Enchantment
At the beginning of your upkeep, target opponent discards a card if you control the creature with the greatest power or tied for the greatest power.
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Triumph of Ferocity
  ( 3)
Enchantment
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
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Triumph of Gerrard
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on target creature you control with the greatest power. III — Target creature you control with the greatest power gains flying, first strike, and lifelink until end of turn.
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Triumph of the Hordes
   ( 4)
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Troll Ascetic
   ( 3)
Creature — Troll Shaman
(3/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)  : Regenerate Troll Ascetic.
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Trollhide
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has " : Regenerate this creature." (The next time the creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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Tromokratis
   ( 7)
Legendary Creature — Kraken
(8/8)
Tromokratis has hexproof unless it's attacking or blocking. Tromokratis can't be blocked unless all creatures defending player controls block it. (If any creature that player controls doesn't block this creature, it can't be blocked.)
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Tromp the Domains
  ( 6)
Sorcery
Domain — Until end of turn, creatures you control gain trample and get +1/+1 for each basic land type among lands you control.
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Trophy Hunter
  ( 3)
Creature — Human Archer
(2/3)
 : Trophy Hunter deals 1 damage to target creature with flying.
Whenever a creature with flying dealt damage by Trophy Hunter this turn dies, put a +1/+1 counter on Trophy Hunter.
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Trophy Mage
  ( 3)
Creature — Human Wizard
(2/2)
When Trophy Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 3, reveal it, put it into your hand, then shuffle your library.
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Tropical Storm
  ( 1)
Sorcery
Tropical Storm deals X damage to each creature with flying and 1 additional damage to each blue creature.
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Trostani Discordant
   ( 5)
Legendary Creature — Dryad
(1/4)
Other creatures you control get +1/+1. When Trostani Discordant enters the battlefield, create two 1/1 white Soldier creature tokens with lifelink. At the beginning of your end step, each player gains control of all creatures they own.
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Trostani's Judgment
  ( 6)
Instant
Exile target creature, then populate. (Create a token that's a copy of a creature token you control.)
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Trostani's Summoner
   ( 7)
Creature — Elf Shaman
(1/1)
When Trostani's Summoner enters the battlefield, create a 2/2 white Knight creature token with vigilance, a 3/3 green Centaur creature token, and a 4/4 green Rhino creature token with trample.
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Toil // Trouble (Trouble)
  ( 3)
Sorcery
Trouble deals damage to target player equal to the number of cards in that player's hand. Fuse (You may cast one or both halves of this card from your hand.)
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Troubled Healer
  ( 3)
Creature — Human Cleric
(1/2)
Sacrifice a land: Prevent the next 2 damage that would be dealt to any target this turn.
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Troublesome Spirit
   ( 4)
Creature — Spirit
(3/4)
Flying At the beginning of your end step, tap all lands you control.
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Trove of Temptation
  ( 4)
Enchantment
Each opponent must attack you or a planeswalker you control with at least one creature each combat if able. At the beginning of your end step, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color."
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Truce
  ( 3)
Instant
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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True Believer
  ( 2)
Creature — Human Cleric
(2/2)
You have shroud. (You can't be the target of spells or abilities.)
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True Conviction
    ( 6)
Enchantment
Creatures you control have double strike and lifelink.
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True-Faith Censer
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+1 and has vigilance. As long as equipped creature is a Human, it gets an additional +1/+0. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Truefire Captain
    ( 4)
Creature — Human Knight
(4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever Truefire Captain is dealt damage, it deals that much damage to target player.
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Truefire Paladin
  ( 2)
Creature — Human Knight
(2/2)
Vigilance  : Truefire Paladin gets +2/+0 until end of turn.
 : Truefire Paladin gains first strike until end of turn.
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Trueheart Twins
  ( 5)
Creature — Jackal Warrior
(4/4)
You may exert Trueheart Twins as it attacks. (It won't untap during your next untap step.) Whenever you exert a creature, creatures you control get +1/+0 until end of turn.
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True-Name Nemesis
   ( 3)
Creature — Merfolk Rogue
(3/1)
As True-Name Nemesis enters the battlefield, choose a player. True-Name Nemesis has protection from the chosen player. (This creature can't be blocked, targeted, dealt damage, or enchanted by anything controlled by that player.)
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Truga Jungle
( 0)
Plane — Ergamon
All lands have " : Add one mana of any color." Whenever you roll , reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.
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Trumpet Blast
  ( 3)
Instant
Attacking creatures get +2/+0 until end of turn.
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Trumpeting Armodon
  ( 4)
Creature — Elephant
(3/3)
 : Target creature blocks Trumpeting Armodon this turn if able.
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Trusted Advisor
 ( 1)
Creature — Human Advisor
(1/2)
Your maximum hand size is increased by two. At the beginning of your upkeep, return a blue creature you control to its owner's hand.
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Trusted Forcemage
  ( 3)
Creature — Human Shaman
(2/2)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Trusted Forcemage is paired with another creature, each of those creatures gets +1/+1.
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Trusty Companion
  ( 2)
Creature — Hyena
(3/2)
Vigilance Trusty Companion can't attack alone.
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Trusty Machete
 ( 1)
Artifact — Equipment
Equipped creature gets +2/+1. Equip 
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Trusty Packbeast
  ( 3)
Creature — Beast
(2/3)
When Trusty Packbeast enters the battlefield, return target artifact card from your graveyard to your hand.
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Truth or Tale
  ( 2)
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.
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Trygon Predator
   ( 3)
Creature — Beast
(2/3)
Flying Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
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Tsabo Tavoc
   ( 7)
Legendary Creature — Horror
(7/4)
First strike, protection from legendary creatures  , : Destroy target legendary creature. It can't be regenerated.
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Tsabo's Assassin
   ( 4)
Creature — Zombie Assassin
(1/1)
: Destroy target creature if it shares a color with the most common color among all permanents or a color tied for most common. A creature destroyed this way can't be regenerated.
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Tsabo's Decree
  ( 6)
Instant
Choose a creature type. Target player reveals their hand and discards all creature cards of that type. Then destroy all creatures of that type that player controls. They can't be regenerated.
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Tsabo's Web
 ( 2)
Artifact
When Tsabo's Web enters the battlefield, draw a card. Each land with an activated ability that isn't a mana ability doesn't untap during its controller's untap step.
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Tukatongue Thallid
 ( 1)
Creature — Fungus
(1/1)
When Tukatongue Thallid dies, create a 1/1 green Saproling creature token.
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Tuktuk Grunts
  ( 5)
Creature — Goblin Warrior Ally
(2/2)
Haste Whenever Tuktuk Grunts or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Tuktuk Grunts.
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Tuktuk Scrapper
  ( 4)
Creature — Goblin Artificer Ally
(2/2)
Whenever Tuktuk Scrapper or another Ally enters the battlefield under your control, you may destroy target artifact. If that artifact is put into a graveyard this way, Tuktuk Scrapper deals damage to that artifact's controller equal to the number of Allies you control.
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Tuktuk the Explorer
  ( 3)
Legendary Creature — Goblin
(1/1)
Haste When Tuktuk the Explorer dies, create a legendary 5/5 colorless Goblin Golem artifact creature token named Tuktuk the Returned.
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Tumble Magnet
 ( 3)
Artifact
Tumble Magnet enters the battlefield with three charge counters on it. , Remove a charge counter from Tumble Magnet: Tap target artifact or creature.
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Tundra
( 0)
Land — Plains Island
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Tundra Kavu
  ( 3)
Creature — Kavu
(2/2)
: Target land becomes a Plains or an Island until end of turn.
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Tundra Wolves
 ( 1)
Creature — Wolf
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)
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Tunnel
 ( 1)
Instant
Destroy target Wall. It can't be regenerated.
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Tunnel Ignus
  ( 2)
Creature — Elemental
(2/1)
Whenever a land enters the battlefield under an opponent's control, if that player had another land enter the battlefield under their control this turn, Tunnel Ignus deals 3 damage to that player.
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Tunnel Vision
  ( 6)
Sorcery
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles their library.
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Tunneler Wurm
   ( 8)
Creature — Wurm
(6/6)
Discard a card: Regenerate Tunneler Wurm.
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Tunneling Geopede
  ( 3)
Creature — Insect
(3/2)
Landfall — Whenever a land enters the battlefield under your control, Tunneling Geopede deals 1 damage to each opponent.
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Turbo-Thwacking Auto-Hammer
( 0)
Artifact — Contraption
Whenever you crank Turbo-Thwacking Auto-Hammer, target creature gains double strike until end of turn.
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Turbulent Dreams
  ( 2)
Sorcery
As an additional cost to cast this spell, discard X cards. Return X target nonland permanents to their owners' hands.
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Turf Wound
  ( 3)
Instant
Target player can't play lands this turn. Draw a card.
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