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Infiltrate
 ( 1)
Instant
Target creature can't be blocked this turn.
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Infiltration Lens
 ( 1)
Artifact — Equipment
Whenever equipped creature becomes blocked by a creature, you may draw two cards. Equip 
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Infiltrator's Magemark
  ( 3)
Enchantment — Aura
Enchant creature Creatures you control that are enchanted get +1/+1 and can't be blocked except by creatures with defender.
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Infinite Authority
   ( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked by a creature with toughness 3 or less, destroy the other creature at end of combat. At the beginning of the next end step, if that creature was destroyed this way, put a +1/+1 counter on the first creature.
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Infinite Hourglass
 ( 4)
Artifact
At the beginning of your upkeep, put a time counter on this artifact. All creatures get +1/+0 for each time counter on this artifact. : Remove a time counter from this artifact. Any player may activate this ability but only during any upkeep step.
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Infinite Obliteration
   ( 3)
Sorcery
Choose a creature card name. Search target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles.
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Infinite Reflection
  ( 6)
Enchantment — Aura
Enchant creature When this Aura enters attached to a creature, each other nontoken creature you control becomes a copy of that creature. Nontoken creatures you control enter as a copy of enchanted creature.
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Inflame
 ( 1)
Instant
Inflame deals 2 damage to each creature dealt damage this turn.
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Inflation Station
( 0)
Artifact — Contraption
Whenever you crank this Contraption, target creature gets +3/+3 until end of turn.
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Information Dealer
  ( 2)
Creature — Human Wizard
(1/1)
: Look at the top X cards of your library, where X is the number of Wizards on the battlefield, then put them back in any order.
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Infuriate
 ( 1)
Instant
Target creature gets +3/+2 until end of turn.
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Infuse
  ( 3)
Instant
Untap target artifact, creature, or land. Draw a card at the beginning of the next turn's upkeep.
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Infuse with the Elements
  ( 4)
Instant
Converge — Put X +1/+1 counters on target creature, where X is the number of colors of mana spent to cast this spell. That creature gains trample until end of turn.
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Infuse with Vitality
  ( 2)
Instant
Until end of turn, target creature gains deathtouch and "When this creature dies, return it to the battlefield tapped under its owner's control." You gain 2 life.
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Infused Arrows
 ( 4)
Artifact
Sunburst (This enters with a charge counter on it for each color of mana spent to cast it.) , Remove X charge counters from this artifact: Target creature gets -X/-X until end of turn.
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Inga and Esika
   ( 4)
Legendary Creature — Human God
(4/4)
Creatures you control have vigilance and " : Add one mana of any color. Spend this mana only to cast a creature spell." Whenever you cast a creature spell, if three or more mana from creatures was spent to cast it, draw a card.
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Inga Rune-Eyes
  ( 4)
Legendary Creature — Human Wizard
(3/3)
When Inga Rune-Eyes enters, scry 3. When Inga Rune-Eyes dies, draw three cards if three or more creatures died this turn.
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Ingenious Artillerist
  ( 3)
Creature — Human Artificer
(3/1)
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
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Ingenious Leonin
  ( 5)
Creature — Cat Soldier
(4/4)
 : Put a +1/+1 counter on another target attacking creature you control. If that creature is a Cat, it gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
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Ingenious Prodigy
  ( 1)
Creature — Human Wizard
(0/1)
Skulk (This creature can't be blocked by creatures with greater power.) This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
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Ingenious Skaab
  ( 3)
Creature — Zombie Horror
(2/3)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) : This creature gets +1/-1 until end of turn.
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Ingenious Smith
  ( 2)
Creature — Human Artificer
(1/1)
When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.
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Ingenious Thief
  ( 2)
Creature — Human Rogue
(1/1)
Flying When this creature enters, look at target player's hand.
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Ingenuity Engine
 ( 7)
Artifact
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) , , Sacrifice an artifact: Return target artifact you control to its owner's hand.
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Ingot Chewer
  ( 5)
Creature — Elemental
(3/3)
When this creature enters, destroy target artifact. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Inheritance
 ( 1)
Enchantment
Whenever a creature dies, you may pay . If you do, draw a card.
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Inherited Envelope
 ( 3)
Artifact
When this artifact enters, the Ring tempts you. : Add one mana of any color.
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Inherited Fiend
( 0)
Creature — Demon
(4/4)
Flying  : Exile target creature card from a graveyard. Put a +1/+1 counter on this creature.
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Inhumaniac
  ( 2)
Creature — Brainiac
(1/1)
At the beginning of your upkeep, roll a six-sided die. On a 3 or 4, put a +1/+1 counter on this creature. On a 5 or higher, put two +1/+1 counters on it. On a 1, remove all +1/+1 counters from this creature.
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Initiate of Blood
  ( 4)
Creature — Ogre Shaman
(2/2)
: This creature deals 1 damage to target creature that was dealt damage this turn. When that creature dies this turn, flip this creature.
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Initiate's Companion
  ( 2)
Creature — Cat
(3/1)
Whenever this creature deals combat damage to a player, untap target creature or land.
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Initiates of the Ebon Hand
 ( 1)
Creature — Cleric
(1/1)
: Add . If this ability has been activated four or more times this turn, sacrifice this creature at the beginning of the next end step.
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Injector Crocodile
   ( 6)
Creature — Phyrexian Crocodile
(5/5)
When this creature dies, incubate 3. (Create an Incubator token with three +1/+1 counters on it and " : Transform this token." It transforms into a 0/0 Phyrexian artifact creature.) Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Insult // Injury (Injury)
  ( 3)
Sorcery
Aftermath (Cast this spell only from your graveyard. Then exile it.) Injury deals 2 damage to target creature and 2 damage to target player or planeswalker.
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Ink Dissolver
  ( 2)
Creature — Merfolk Wizard
(2/1)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each opponent mills three cards.
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Inkfathom Divers
   ( 5)
Creature — Merfolk Soldier
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) When this creature enters, look at the top four cards of your library, then put them back in any order.
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Inkfathom Witch
  ( 2)
Creature — Merfolk Wizard
(1/1)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)   : Each unblocked creature has base power and toughness 4/1 until end of turn.
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Inkling Summoning
   ( 3)
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying.
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Inkmoth Nexus
( 0)
Land
: Add .
: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Inkrise Infiltrator
  ( 2)
Creature — Human Ninja
(1/2)
Flying  : This creature gets +2/+2 until end of turn.
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Inkshield
   ( 5)
Instant
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
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Ink-Treader Nephilim
    ( 4)
Creature — Nephilim
(3/3)
Whenever a player casts an instant or sorcery spell, if that spell targets only this creature, copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures.
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Inkwell Leviathan
   ( 9)
Artifact Creature — Leviathan
(7/11)
Trample Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Shroud (This creature can't be the target of spells or abilities.)
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Inner Calm, Outer Strength
  ( 3)
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of cards in your hand.
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Inner Demon
   ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and is a Demon in addition to its other types. When this Aura enters, all non-Demon creatures get -2/-2 until end of turn.
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Inner Fire
  ( 4)
Sorcery
Add for each card in your hand.
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Inner Sanctum
   ( 3)
Enchantment
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt to creatures you control.
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Inner Struggle
  ( 4)
Instant
Target creature deals damage to itself equal to its power.
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Inner-Chamber Guard
  ( 2)
Creature — Human Samurai
(0/2)
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
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Inner-Flame Acolyte
   ( 3)
Creature — Elemental Shaman
(2/2)
When this creature enters, target creature gets +2/+0 and gains haste until end of turn. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Inner-Flame Igniter
  ( 3)
Creature — Elemental Warrior
(2/2)
 : Creatures you control get +1/+0 until end of turn. If this is the third time this ability has resolved this turn, creatures you control gain first strike until end of turn.
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Innkeeper's Talent
  ( 2)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. : Level 2
//Level_2// Permanents you control with counters on them have ward .  : Level 3
//Level_3// If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
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Innocence Kami
   ( 5)
Creature — Spirit
(2/3)
, : Tap target creature.
Whenever you cast a Spirit or Arcane spell, untap this creature.
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Innocent Blood
 ( 1)
Sorcery
Each player sacrifices a creature of their choice.
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Innocent Bystander
  ( 2)
Creature — Goblin Citizen
(2/1)
Whenever this creature is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Innocent Traveler
   ( 4)
Creature — Human
(1/3)
At the beginning of your upkeep, any opponent may sacrifice a creature of their choice. If no one does, transform this creature.
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Innocuous Insect (playtest)
   ( 3)
Creature — — Eldrazi Insect
(2/1)
Buyback  (You may pay an additional  as you cast this spell. If you do, put this card into your hand as it resolves.) Flash Flying When you cast this spell, draw a card.
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Innocuous Rat
  ( 2)
Creature — Rat
(1/1)
When this creature dies, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
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Innocuous Researcher
  ( 4)
Creature — Centaur Detective
(3/4)
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
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Inordinate Rage
  ( 2)
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
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Inquisition
  ( 3)
Sorcery
Target player reveals their hand. Inquisition deals damage to that player equal to the number of white cards in their hand.
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Inquisition of Kozilek
 ( 1)
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
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Inquisitive Glimmer
  ( 2)
Enchantment Creature — Fox Glimmer
(2/3)
Enchantment spells you cast cost less to cast. Unlock costs you pay cost less.
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Inquisitive Puppet
 ( 1)
Artifact Creature — Construct
(0/2)
When this creature enters, scry 1. Exile this creature: Create a 1/1 white Human creature token.
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Inquisitor Captain
  ( 4)
Creature — — Human Cleric
(3/3)
Vigilance When Inquisitor Captain enters the battlefield, if there are twenty or more creature cards with mana value 3 or less among cards in your graveyard, hand, and library, seek two creature cards with mana value 3 or less. Put one of them onto the battlefield and shuffle the other into your library.
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Inquisitor Eisenhorn
   ( 4)
Legendary Creature — Human Inquisitor
(2/3)
You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, create Cherubael, a legendary 4/4 black Demon creature token with flying. Whenever Inquisitor Eisenhorn deals combat damage to a player, investigate that many times. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Inquisitor Exarch
  ( 2)
Creature — Phyrexian Cleric
(2/2)
When this creature enters, choose one — • You gain 2 life. • Target opponent loses 2 life.
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Inquisitor Greyfax
    ( 4)
Legendary Creature — Human Inquisitor
(3/3)
Vigilance Unquestionable Wisdom — Other creatures you control get +1/+0 and have vigilance. Hunt for Heresy — , : Tap target creature an opponent controls. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Inquisitorial Rosette
 ( 2)
Artifact — Equipment
Inquisition Agents — Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that's attacking. Then attacking creatures gain menace until end of turn. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Inquisitor's Flail
 ( 2)
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip 
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Inquisitor's Ox
  ( 4)
Creature — Ox
(2/5)
Delirium — This creature gets +1/+0 and has vigilance as long as there are four or more card types among cards in your graveyard.
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Inquisitor's Snare
  ( 2)
Instant
Prevent all damage target attacking or blocking creature would deal this turn. If that creature is black or red, destroy it.
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Insatiable Appetite
  ( 2)
Instant
You may sacrifice a Food. If you do, target creature gets +5/+5 until end of turn. Otherwise, that creature gets +3/+3 until end of turn.
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Insatiable Avarice
 ( 1)
Sorcery
Spree (Choose one or more additional costs.) + — Search your library for a card, then shuffle and put that card on top. +  — Target player draws three cards and loses 3 life.
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Insatiable Frugivore
  ( 4)
Creature — Rat Berserker
(2/4)
When this creature enters, create a Food token, then you may exile three cards from your graveyard. If you do, repeat this process.  , Sacrifice X Foods: Creatures you control get +X/+0 and gain menace until end of turn.
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Insatiable Gorgers
   ( 4)
Creature — Vampire Berserker
(5/3)
This creature attacks each combat if able. 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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Insatiable Hemophage
  ( 4)
Creature — Nightmare
(3/3)
Mutate  (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Deathtouch Whenever this creature mutates, each opponent loses X life and you gain X life, where X is the number of times this creature has mutated.
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Inscribed Tablet
 ( 1)
Artifact
, , Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
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Inscription of Abundance
  ( 2)
Instant
Kicker   Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
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Inscription of Insight
  ( 4)
Sorcery
Kicker    Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
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Inscription of Ruin
  ( 3)
Sorcery
Kicker    Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
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Inside Out
  ( 2)
Instant
Switch target creature's power and toughness until end of turn. Draw a card.
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Inside Source
  ( 3)
Creature — Human Citizen
(1/1)
When this creature enters, create a 2/2 white and blue Detective creature token. , : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
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