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Trial of Solidarity
  ( 3)
Enchantment
When this enchantment enters, creatures you control get +2/+1 and gain vigilance until end of turn. When a Cartouche you control enters, return this enchantment to its owner's hand.
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Trial of Strength
  ( 3)
Enchantment
When this enchantment enters, create a 4/2 green Beast creature token. When a Cartouche you control enters, return this enchantment to its owner's hand.
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Trial of Zeal
  ( 3)
Enchantment
When this enchantment enters, it deals 3 damage to any target. When a Cartouche you control enters, return this enchantment to its owner's hand.
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Triangle of War
 ( 1)
Artifact
, Sacrifice this artifact: Target creature you control fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Triarch Praetorian
  ( 2)
Artifact Creature — Necron
(2/1)
Flying Dynastic Codes — When this creature enters from a graveyard, you draw two cards and you lose 2 life. Unearth  ( : Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
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Triarch Stalker
   ( 5)
Artifact Creature — Necron
(4/5)
Targeting Relay — At the beginning of combat on your turn, choose an opponent. Creatures attacking the last chosen player have menace.
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Triassic Egg
 ( 4)
Artifact
, : Put a hatchling counter on this artifact.
Sacrifice this artifact: Choose one. Activate only if there are two or more hatchling counters on this artifact. • You may put a creature card from your hand onto the battlefield. • Return target creature card from your graveyard to the battlefield.
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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 this creature 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)
This creature 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 this creature" 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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Tribune of Rot
   ( 3)
Creature — Elf Shaman
(3/3)
Whenever this creature attacks, mill two cards. For each creature card milled this way, create a 1/1 green Saproling creature token.
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Tributary Instructor
  ( 4)
Creature — Merfolk Shaman
(4/4)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
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Tribute Mage
  ( 3)
Creature — Human Wizard
(2/2)
When this creature enters, you may search your library for an artifact card with mana value 2, reveal that card, put it into your hand, then shuffle.
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Tribute to Horobi
  ( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I, II — Each opponent creates a 1/1 black Rat Rogue creature token. III — Exile this Saga, then return it to the battlefield transformed under your control.
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Tribute to Hunger
  ( 3)
Instant
Target opponent sacrifices a creature of their choice. You gain life equal to that creature's toughness.
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Tribute to the Wild
  ( 2)
Instant
Each opponent sacrifices an artifact or enchantment of their choice.
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Tribute to the World Tree
   ( 3)
Enchantment
Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
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Trick Shot
  ( 5)
Instant
Trick Shot deals 6 damage to target creature and 2 damage to up to one other target creature token.
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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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Trickster's Elk
  ( 3)
Enchantment Creature — Elk
(3/3)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3.
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Trickster's Talisman
 ( 1)
Artifact — Equipment
Invoke Duplicity — Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may sacrifice Trickster's Talisman. If you do, create a token that's a copy of this creature." Equip 
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Triclopean Sight
  ( 2)
Enchantment — Aura
Flash Enchant creature When this Aura enters, untap enchanted creature. Enchanted creature gets +1/+1 and has vigilance.
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Trigger Happy
  ( 2)
Instant
Choose a triggered ability of target permanent. It triggers. You control that ability.
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Trinket Mage
  ( 3)
Creature — Human Wizard
(2/2)
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
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Trip Up
  ( 4)
Instant
Target nonland permanent's owner puts it on their choice of the top or bottom of their library. Cycling ( , Discard this card: Draw a card.)
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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.
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Triplicate Titan
 ( 9)
Artifact Creature — Golem
(9/9)
Flying, vigilance, trample When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.
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Triskaidekaphile
  ( 2)
Creature — Human Wizard
(1/3)
You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.  : Draw a card.
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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 This creature enters with three +1/+1 counters on it. , Remove a +1/+1 counter from this creature: Create a 1/1 colorless Triskelavite artifact creature token with flying. It has "Sacrifice this token: This token deals 1 damage to any target."
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Triskelion
 ( 6)
Artifact Creature — Construct
(1/1)
This creature enters with three +1/+1 counters on it. Remove a +1/+1 counter from this creature: 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 this creature, 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 this creature, 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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Triton Wavebreaker
 ( 1)
Enchantment Creature — Merfolk Wizard
(1/1)
Bestow  (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) As long as this permanent is a creature, it has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Enchanted creature gets +1/+1 and has prowess.
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Triton Waverider
  ( 4)
Creature — Merfolk Wizard
(3/3)
Constellation — Whenever an enchantment you control enters, this creature gains flying until end of turn.
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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 Saint Katherine
  ( 5)
Creature — Human Warrior
(5/5)
Lifelink Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library. 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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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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Triumphant Adventurer
  ( 2)
Creature — Human Knight
(1/1)
Deathtouch During your turn, this creature has first strike. Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
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Triumphant Chomp
 ( 1)
Sorcery
Triumphant Chomp deals damage to target creature equal to 2 or the greatest power among Dinosaurs you control, whichever is greater.
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Triumphant Reckoning
    ( 9)
Sorcery
Return all artifact, enchantment, and planeswalker cards from your graveyard to the battlefield.
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Triumphant Surge
  ( 4)
Instant
Destroy target creature with power 4 or greater. You gain 3 life.
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Trivia Contest (Trivia Contest (a))
( 0)
Artifact — Attraction
Visit — An opponent chooses white card, land card, or planeswalker card, then mills a card. You have ten seconds to name something from the chosen category that starts with the same letter as the milled card. If you do, claim the prize Prize — You get   , then you may put a sticker on a nonland permanent you own. Sacrifice this Attraction and open an Attraction. Lights — 2, 3, 6
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Trivia Contest (Trivia Contest (b))
( 0)
Artifact — Attraction
Visit — An opponent chooses blue card, enchantment card, or creature type, then mills a card. You have ten seconds to name something from the chosen category that starts with the same letter as the milled card. If you do, claim the prize Prize — You get   , then you may put a sticker on a nonland permanent you own. Sacrifice this Attraction and open an Attraction. Lights — 2, 4, 6
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Trivia Contest (Trivia Contest (c))
( 0)
Artifact — Attraction
Visit — An opponent chooses black card, artifact card, or expansion, then mills a card. You have ten seconds to name something from the chosen category that starts with the same letter as the milled card. If you do, claim the prize Prize — You get   , then you may put a sticker on a nonland permanent you own. Sacrifice this Attraction and open an Attraction. Lights — 2, 5, 6
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Trivia Contest (Trivia Contest (d))
( 0)
Artifact — Attraction
Visit — An opponent chooses red card, sorcery card, or legendary card, then mills a card. You have ten seconds to name something from the chosen category that starts with the same letter as the milled card. If you do, claim the prize Prize — You get   , then you may put a sticker on a nonland permanent you own. Sacrifice this Attraction and open an Attraction. Lights — 3, 4, 6
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Trivia Contest (Trivia Contest (e))
( 0)
Artifact — Attraction
Visit — An opponent chooses green card, instant card, or named mechanic, then mills a card. You have ten seconds to name something from the chosen category that starts with the same letter as the milled card. If you do, claim the prize Prize — You get   , then you may put a sticker on a nonland permanent you own. Sacrifice this Attraction and open an Attraction. Lights — 3, 5, 6
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Trivia Contest (Trivia Contest (f))
( 0)
Artifact — Attraction
Visit — An opponent chooses colorless card, creature card, or plane, then mills a card. You have ten seconds to name something from the chosen category that starts with the same letter as the milled card. If you do, claim the prize Prize — You get   , then you may put a sticker on a nonland permanent you own. Sacrifice this Attraction and open an Attraction. Lights — 4, 5, 6
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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 this creature.
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Troll of Khazad-dûm
  ( 6)
Creature — Troll
(6/5)
This creature can't be blocked except by three or more creatures. Swampcycling ( , Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
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Trollbred Guardian
  ( 5)
Creature — Troll Frog Warrior
(5/5)
 : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Each creature you control with a +1/+1 counter on it has trample.
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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, instead tap it, remove it from combat, and heal all damage on it.)
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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)
 : This creature deals 1 damage to target creature with flying.
Whenever a creature with flying dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
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Trophy Mage
  ( 3)
Creature — Human Wizard
(2/2)
When this creature enters, you may search your library for an artifact card with mana value 3, reveal it, put it into your hand, then shuffle.
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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 enters, 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 this creature enters, 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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Trouble in Pairs
   ( 4)
Enchantment
If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
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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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Troublemaker Ouphe
  ( 2)
Creature — Ouphe
(2/2)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) When this creature enters, if it was bargained, exile target artifact or enchantment an opponent controls.
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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 Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Trove Warden
   ( 4)
Creature — Cat Beast
(3/4)
Vigilance Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard. When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
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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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Trudge Garden
  ( 3)
Enchantment
Whenever you gain life, you may pay . If you do, create a 4/4 green Fungus Beast creature token with trample.
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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 Identity
  ( 2)
Enchantment
Whenever this enchantment or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn. Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
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True Polymorph
   ( 6)
Instant
Target artifact or creature becomes a copy of another target artifact or creature.
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