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Faerie Tauntings
  ( 3)
Tribal Enchantment — Faerie
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
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Faerie Trickery
   ( 3)
Tribal Instant — Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Failed Inspection
   ( 4)
Instant
Counter target spell. Draw a card, then discard a card.
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Fairgrounds Trumpeter
  ( 3)
Creature — Elephant
(2/2)
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on Fairgrounds Trumpeter.
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Fairgrounds Warden
  ( 3)
Creature — Dwarf Soldier
(1/3)
When Fairgrounds Warden enters the battlefield, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.
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Faith Healer
  ( 2)
Creature — Human Cleric
(1/1)
Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's converted mana cost.
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Faith of the Devoted
  ( 3)
Enchantment
Whenever you cycle or discard a card, you may pay . If you do, each opponent loses 2 life and you gain 2 life.
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Faith Unbroken
  ( 4)
Enchantment — Aura
Enchant creature you control When Faith Unbroken enters the battlefield, exile target creature an opponent controls until Faith Unbroken leaves the battlefield. Enchanted creature gets +2/+2.
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Faithbearer Paladin
  ( 5)
Creature — Human Knight
(3/4)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Faithful Squire
   ( 3)
Creature — Human Soldier
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Faithful Squire. At the beginning of the end step, if there are two or more ki counters on Faithful Squire, you may flip it.
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Faithless Looting
 ( 1)
Sorcery
Draw two cards, then discard two cards. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Faith's Fetters
  ( 4)
Enchantment — Aura
Enchant permanent When Faith's Fetters enters the battlefield, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
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Faith's Reward
  ( 4)
Instant
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
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Faith's Shield
 ( 1)
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
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Falkenrath Aristocrat
   ( 4)
Creature — Vampire
(4/1)
Flying, haste Sacrifice a creature: Falkenrath Aristocrat gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Aristocrat.
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Falkenrath Exterminator
  ( 2)
Creature — Vampire Archer
(1/1)
Whenever Falkenrath Exterminator deals combat damage to a player, put a +1/+1 counter on it.  : Falkenrath Exterminator deals damage to target creature equal to the number of +1/+1 counters on Falkenrath Exterminator.
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Falkenrath Gorger
 ( 1)
Creature — Vampire Berserker
(2/1)
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Falkenrath Marauders
   ( 5)
Creature — Vampire Warrior
(2/2)
Flying, haste Whenever Falkenrath Marauders deals combat damage to a player, put two +1/+1 counters on it.
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Falkenrath Noble
  ( 4)
Creature — Vampire
(2/2)
Flying Whenever Falkenrath Noble or another creature dies, target player loses 1 life and you gain 1 life.
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Falkenrath Torturer
  ( 3)
Creature — Vampire
(2/1)
Sacrifice a creature: Falkenrath Torturer gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on Falkenrath Torturer.
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Rise // Fall (Fall)
  ( 2)
Sorcery
Target player reveals two cards at random from their hand, then discards each nonland card revealed this way.
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Fall of the Hammer
  ( 2)
Instant
Target creature you control deals damage equal to its power to another target creature.
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Fall of the Thran
  ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
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Fall of the Titans
   ( 1)
Instant
Surge  (You may cast this spell for its surge cost if you or a teammate has cast another spell this turn.) Fall of the Titans deals X damage to each of up to two targets.
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Fallen Angel
   ( 5)
Creature — Angel
(3/3)
Flying Sacrifice a creature: Fallen Angel gets +2/+1 until end of turn.
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Fallen Angel Avatar
( 0)
Vanguard
(+0/-5)
Whenever a creature you control dies, target opponent loses 1 life and you gain 1 life.
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Fallen Askari
  ( 2)
Creature — Human Knight
(2/2)
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Fallen Askari can't block.
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Fallen Cleric
  ( 5)
Creature — Zombie Cleric
(4/2)
Protection from Clerics Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Fallen Ferromancer
  ( 4)
Creature — Human Shaman
(1/1)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)  , : Fallen Ferromancer deals 1 damage to any target.
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Fallen Ideal
  ( 3)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn." When Fallen Ideal is put into a graveyard from the battlefield, return Fallen Ideal to its owner's hand.
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Falling Star
  ( 3)
Sorcery
Flip Falling Star onto the playing area from a height of at least one foot. Falling Star deals 3 damage to each creature it lands on. Tap all creatures dealt damage by Falling Star. If Falling Star doesn't turn completely over at least once during the flip, it has no effect.
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Falling Timber
  ( 3)
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Prevent all combat damage target creature would deal this turn. If this spell was kicked, prevent all combat damage another target creature would deal this turn.
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Fallow Earth
  ( 3)
Sorcery
Put target land on top of its owner's library.
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Fallow Wurm
  ( 3)
Creature — Wurm
(4/4)
When Fallow Wurm enters the battlefield, sacrifice it unless you discard a land card.
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Fallowsage
  ( 4)
Creature — Merfolk Wizard
(2/2)
Whenever Fallowsage becomes tapped, you may draw a card.
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False Cure
  ( 2)
Instant
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life they gained.
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False Dawn
  ( 2)
Sorcery
Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
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False Defeat
  ( 4)
Sorcery
Return target creature card from your graveyard to the battlefield.
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False Demise
  ( 3)
Enchantment — Aura
Enchant creature When enchanted creature dies, return that card to the battlefield under your control.
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False Memories
  ( 2)
Instant
Put the top seven cards of your library into your graveyard. At the beginning of the next end step, exile seven cards from your graveyard.
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False Mourning
 ( 1)
Sorcery
Put target card from your graveyard on top of your library.
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False Orders
 ( 1)
Instant
Cast this spell only during the declare blockers step. Remove target creature defending player controls from combat. Creatures it was blocking that had become blocked by only that creature this combat become unblocked. You may have it block an attacking creature of your choice.
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False Peace
 ( 1)
Sorcery
Target player skips all combat phases of their next turn.
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False Prophet
   ( 4)
Creature — Human Cleric
(2/2)
When False Prophet dies, exile all creatures.
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Falter
  ( 2)
Instant
Creatures without flying can't block this turn.
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Claim // Fame (Fame)
  ( 2)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Target creature gets +2/+0 and gains haste until end of turn.
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Familiar Ground
  ( 3)
Enchantment
Each creature you control can't be blocked by more than one creature.
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Familiar's Ruse
  ( 2)
Instant
As an additional cost to cast this spell, return a creature you control to its owner's hand. Counter target spell.
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Famine
   ( 5)
Sorcery
Famine deals 3 damage to each creature and each player.
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Famished Ghoul
  ( 4)
Creature — Zombie
(3/2)
 , Sacrifice Famished Ghoul: Exile up to two target cards from a single graveyard.
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Famished Paladin
  ( 2)
Creature — Vampire Knight
(3/3)
Famished Paladin doesn't untap during your untap step. Whenever you gain life, untap Famished Paladin.
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Fan Bearer
 ( 1)
Creature — Zombie
(1/2)
, : Tap target creature.
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Fan Favorite
  ( 4)
Creature — Human Rogue
(2/2)
Assist (Another player can pay up to of this spell's cost.) : Fan Favorite gets +1/+1 until end of turn. Any player may activate this ability.
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Fanatic of Mogis
  ( 4)
Creature — Minotaur Shaman
(4/2)
When Fanatic of Mogis enters the battlefield, it deals damage to each opponent equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)
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Fanatic of Xenagos
   ( 3)
Creature — Centaur Warrior
(3/3)
Trample Tribute 1 (As this creature enters the battlefield, an opponent of your choice may put a +1/+1 counter on it.) When Fanatic of Xenagos enters the battlefield, if tribute wasn't paid, it gets +1/+1 and gains haste until end of turn.
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Fanatical Fever
   ( 4)
Instant
Target creature gets +3/+0 and gains trample until end of turn.
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Fanatical Firebrand
 ( 1)
Creature — Goblin Pirate
(1/1)
Haste , Sacrifice Fanatical Firebrand: It deals 1 damage to any target.
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Fang of the Pack
  ( 6)
Creature — Wolf
(5/3)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
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Fang Skulkin
 ( 2)
Artifact Creature — Scarecrow
(2/1)
: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
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Fangren Firstborn
    ( 4)
Creature — Beast
(4/2)
Whenever Fangren Firstborn attacks, put a +1/+1 counter on each attacking creature.
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Fangren Marauder
  ( 6)
Creature — Beast
(5/5)
Whenever an artifact is put into a graveyard from the battlefield, you may gain 5 life.
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Fangren Pathcutter
   ( 6)
Creature — Beast
(4/6)
Whenever Fangren Pathcutter attacks, attacking creatures gain trample until end of turn.
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Fanning the Flames
   ( 2)
Sorcery
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Fanning the Flames deals X damage to any target.
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Far // Away (Far)
  ( 2)
Instant
Return target creature to its owner's hand. Fuse (You may cast one or both halves of this card from your hand.)
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Far Wanderings
  ( 3)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle your library. Threshold — If seven or more cards are in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library.
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Farbog Boneflinger
  ( 5)
Creature — Zombie
(2/2)
When Farbog Boneflinger enters the battlefield, target creature gets -2/-2 until end of turn.
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Farbog Explorer
  ( 3)
Creature — Human Scout
(2/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Farbog Revenant
  ( 3)
Creature — Spirit
(1/3)
Skulk (This creature can't be blocked by creatures with greater power.) Lifelink (Damage dealt by this creature also causes you to gain that much life.)
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Farewell to Arms
   ( 3)
Enchantment
As Farewell to Arms enters the battlefield, choose a hand attached to an opponent's arm. When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
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Farhaven Elf
  ( 3)
Creature — Elf Druid
(1/1)
When Farhaven Elf enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Farmstead
   ( 3)
Enchantment — Aura
Enchant land Enchanted land has "At the beginning of your upkeep, you may pay  . If you do, you gain 1 life."
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Farrel's Mantle
  ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks and isn't blocked, its controller may have it deal damage equal to its power plus 2 to another target creature. If that player does, the attacking creature assigns no combat damage this turn.
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Farrel's Zealot
   ( 3)
Creature — Human
(2/2)
Whenever Farrel's Zealot attacks and isn't blocked, you may have it deal 3 damage to target creature. If you do, Farrel's Zealot assigns no combat damage this turn.
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Farseek
  ( 2)
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library.
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Farsight Mask
 ( 5)
Artifact
Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card.
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Fascination
   ( 2)
Sorcery
Choose one — • Each player draws X cards. • Each player puts the top X cards of their library into their graveyard.
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Fastbond
 ( 1)
Enchantment
You may play any number of lands on each of your turns. Whenever you play a land, if it wasn't the first land you played this turn, Fastbond deals 1 damage to you.
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Fasting
 ( 1)
Enchantment
At the beginning of your upkeep, put a hunger counter on Fasting. Then destroy Fasting if it has five or more hunger counters on it. If you would begin your draw step, you may skip that step instead. If you do, you gain 2 life. When you draw a card, destroy Fasting.
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Fat Ass
  ( 5)
Creature — Donkey Shaman
(2/3{1/2})
Fat Ass gets +2/+2 and has trample as long as you're eating. (Gum isn't food. We checked.)
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Fatal Attraction
  ( 3)
Enchantment — Aura
Enchant creature When Fatal Attraction enters the battlefield, it deals 2 damage to enchanted creature. At the beginning of your upkeep, Fatal Attraction deals 4 damage to enchanted creature.
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Fatal Blow
 ( 1)
Instant
Destroy target creature that was dealt damage this turn. It can't be regenerated.
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Fatal Frenzy
  ( 3)
Instant
Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at the beginning of the next end step.
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Fatal Fumes
  ( 4)
Instant
Target creature gets -4/-2 until end of turn.
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Fatal Lore
   ( 4)
Sorcery
An opponent chooses one — • You draw three cards. • You destroy up to two target creatures that player controls. They can't be regenerated. That player draws up to three cards.
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Fatal Mutation
 ( 1)
Enchantment — Aura
Enchant creature When enchanted creature is turned face up, destroy it. It can't be regenerated.
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Fatal Push
 ( 1)
Instant
Destroy target creature if it has converted mana cost 2 or less. Revolt — Destroy that creature if it has converted mana cost 4 or less instead if a permanent you controlled left the battlefield this turn.
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Fate Foretold
  ( 2)
Enchantment — Aura
Enchant creature When Fate Foretold enters the battlefield, draw a card. When enchanted creature dies, its controller draws a card.
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Fate Transfer
  ( 2)
Instant
Move all counters from target creature onto another target creature.
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Fate Unraveler
  ( 4)
Enchantment Creature — Hag
(3/4)
Whenever an opponent draws a card, Fate Unraveler deals 1 damage to that player.
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Fated Conflagration
    ( 4)
Instant
Fated Conflagration deals 5 damage to target creature or planeswalker. 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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